terranova wrote:• Camera Shading and Voxel Support could potentially pass as code suggestions if you have the material finished. Same for the MAPINFO ideas.
I think the idea of limiting player saves has been emphatically rejected multiple times. Checkpoints is such an antiquated idea, and was only necessary when consoles had limited saving capacity (checkpoint saves are actually just an extension of passwords, where the password literally represented the game state and couldn't reproduce it exactly). Having autosaves at specific points within a level is fine IMO, but preventing players from making their own saves outside of them is a Bad Idea.
Wow there. Many things to say. First off, I'm not all that sure checkpoints were invented before "save whenever you want" (and even if that's the case, they were not THAT much used and are not an extension of passwords as far as the initial ideas is concerned IMO), and they've been used a whole lot since the "save anytime" system. Reason is that the "save anytime" system is kind of cheap
Put down some health on the boss without losing health -> save -> repeat over and over (load when losing too much health) and that becomes a piece of cake
I know because I used to do this, and this is WAY too easy, now I save only at the beginning of every level, and it actually brings some challenge without being cheap ^^ So here are my 2 cents. And it would actually enhance some projects. If not forcing the player to not save, I would at least like to see an option to turn quick save off (I still have the habits of hitting F5 sometimes, I have to refuse saving and that breaks my pace
Edit : If you make Python scripting a reality I will love you
Possibilities would be theoretically endless if correctly implemented
HexaDoken wrote:As someone with a wacky time schedule that sometimes forces me to absolutely suddenly and abruptly quit a game, and as someone who has a bad enough luck for this to always happen right when I'm in the middle of something, I am naturally a person who is opposed to the idea of not being able to save anywhere anytime.
I too am against saving TOO often and usually go for extended periods of time without saving(especially during boss battles, unless they are particularly long and boring), however, I still like to be able to save anywhere anytime just in case something will explode and I'll need to leave asap.
As for "cheating", it will not actually be much trouble to make a duplicate of the save file. Unless it is not created at all. Which means that your roguelike will have to be beaten in a single sitting. Unless it's one or two hours, not fun.
Though, I may have a certain bias in this discussion since I'm a long time opposer of the concent of perma-death in roguelikes.
I do agree and everyone with their life has a schedule. Back in the GBA times, they created a great feature too many times forgotten, of which I can't remember the name, but the concept was that you could indeed save wherever you want, but when you loaded your save file, the save was deleted and you were forced to use the checkpoints or whatever other system was used again
So for example in A Link to the Past GBA you could do this wherever you want (even in the middle of a boss fight), then if you loaded that save game and died during a fight, you were sent back to the beginning of the dungeon or your house ^^ That imposes of course that this save system kicks the player out of the game ! Great concept used only on handheld devices...