Disable "Save Game" Option via MAPINFO

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Tormentor667
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Disable "Save Game" Option via MAPINFO

Post by Tormentor667 »

Why?

The reason for that is quite simple: I want the player not be able to save everytime and anywhere in the game, I only want him to be able to save at specific points / checkpoints (via ACS autosave). I wouldn't suggest this if I would not have this in mind in terms of a special gameplay experience.
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Graf Zahl
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Re: Disable "Save Game" Option via MAPINFO

Post by Graf Zahl »

When hell freezes over.
DoomKn1ght_
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Re: Disable "Save Game" Option via MAPINFO

Post by DoomKn1ght_ »

I smell a resident evil mod. why don't you provide a custom gzdoom build with saving from menu disabled?
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InsanityBringer
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Re: Disable "Save Game" Option via MAPINFO

Post by InsanityBringer »

And then you will probably get people who won't play it over this.
Gez
 
 
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Re: Disable "Save Game" Option via MAPINFO

Post by Gez »

Or who'll edit the option out of the mapinfo lump. I can save any time I like, deal with it. :mrgreen:


Heck, you can save anytime you like in the old Alone in the Dark games, and Resident Evil started as nothing more than a clone of those, but on consoles -- hence the save point system because it's a console and not a PC. (Even the way items spin and zoom in a window in the center of the screen is a direct copy of AitD.)
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Re: Disable "Save Game" Option via MAPINFO

Post by DoomKn1ght_ »

InsanityBringer wrote:And then you will probably get people who won't play it over this.
Players are free to choose if they ruin the gameplay or not and it would be easy to modify mapinfo to save again.
You can disable cheats the same way. However this is not really useful but to emulate survival-horrors gameplay.
Gez wrote: Heck, you can save anytime you like in the old Alone in the Dark games, and Resident Evil started as nothing more than a clone of those, but on consoles -- hence the save point system because it's a console and not a PC. (Even the way items spin and zoom in a window in the center of the screen is a direct copy of AitD.)
Yes, this feature is really useful for puzzle, or simply for the fun of viewing model. RE was clearly inspired of AitD but It was
also from one of their previous game 'Sweet Home' and it was meant to be some kind of first person shooter. :twisted:
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Cutmanmike
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Re: Disable "Save Game" Option via MAPINFO

Post by Cutmanmike »

Where's this survival horror idea come from? You could make a WAD with "save spots" with any game type in mind.

Personally I think it's a great idea but again we've got the whole thing of it being abused floating around.
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Re: Disable "Save Game" Option via MAPINFO

Post by DoomKn1ght_ »

I was just guessing it was some kind of RE mod, because I have the same problem. Anyway nevermind.
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Enjay
 
 
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Re: Disable "Save Game" Option via MAPINFO

Post by Enjay »

Just tell people how you want them to use saves and let them decide whether to play by the rules you have set or not. Don't try to force them.
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Nash
 
 
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Re: Disable "Save Game" Option via MAPINFO

Post by Nash »

I HATE those "you can only save at typewriters or notepads" system. One thing that needs to be rememberred is that these save systems come from a medium with such limited memory capabilities (IOW console games). They just don't have the space to store every single data's state in a snapshot...

I know from my limited game programming experience that fixed save points require a LOT less data to be stored than the "save anywhere" kind...
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Xaser
 
 
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Re: Disable "Save Game" Option via MAPINFO

Post by Xaser »

Enjay said it best. If this option was ever added, it would be a simple matter to get around it anyway. All that should be done is to give a suggestion not to save, and the ones who disregard the information are the same ones who would've edited the MAPINFO anyway. Thus, the status quo remains the same.

A simple "no" would have sufficed, though. :P
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Re: Disable "Save Game" Option via MAPINFO

Post by Gez »

Well, I like this tag.

Anyway, here's my suggestion for how to make save points using the available tools:
1. Use scripts to have autosaves at specific points.
2. Make the gameplay and atmosphere so engrossing and immersive that the player forgets to save.

:P
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Ghastly
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Re: Disable "Save Game" Option via MAPINFO

Post by Ghastly »

Graf Zahl wrote:When hell freezes over.
Quick, Torm, make a map like that! :P
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esselfortium
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Re: Disable "Save Game" Option via MAPINFO

Post by esselfortium »

Ghastly_dragon wrote:
Graf Zahl wrote:When hell freezes over.
Quick, Torm, make a map like that! :P
http://www.doomworld.com/idgames/index.php?id=14724
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HotWax
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Re: Disable "Save Game" Option via MAPINFO

Post by HotWax »

Nash wrote:I HATE those "you can only save at typewriters or notepads" system. One thing that needs to be rememberred is that these save systems come from a medium with such limited memory capabilities (IOW console games). They just don't have the space to store every single data's state in a snapshot...
And what about trying to recreate an arcade-style game that requires more skill than just "collect the keys and shoot the monsters"? If I were making some tricky jumping or time-based puzzle mod, and didn't want to let players simply save every time they made a successful jump or got through a certain section quickly, does that suddenly make me evil? There are plenty of game experiences that could be created and where saving the game at any time could be considered "cheating." Just like there are many levels out there where being able to jump can be used to cheat -- how is this any different?

Honestly, this would not be an option that could be abused all that much. Just make it a MAPINFO option that could be overriden through the menu or by using sv_cheats or something, and it won't hinder people if they don't agree with not being able to save. In the meantime I feel it seriously hampers creativity to simply shun the very idea that some mods might be better off with a more controlled save feature.
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