I'm not the guy you're asking, but basically you can create a 'checkpoint' on any passage that you can then return to at any time in the future. Similar to loading an old save, except, when you reload a checkpoint the variables don't reset to how they were when the checkpoint was created. So, I set a checkpoint and my money = 0. I play 5 in game days, on those days I make money = 500. I load the checkpoint, am now back to the day it was set, except money = 500 now.To be honest, I've never played College Daze for more than 15 minutes (Actually, I haven't played almost anything since I became a developer. There's no time left). So, I don't know what this checkpoint system is about. Could you please explain?
It works in College Daze as people want to see all the possible content they can, and there's more content to see in a single day than there is time in the day to see it. Similar to how events of Back to Freedom are exclusive to one another. It's also used to grind skills / stats / cash and then go back to where it may have mattered, or can also be used to just check out branching paths and technically complete both at once.
In College Daze's case, for example, I use it to look at various events for the same girl before I continue on to the next girl's event of the day - I'm given three options, want to see them all, and will reload the checkpoint once I'm done that route. That way I can, say, get them pregnant, then go back using a checkpoint, do another different event where I wouldn't be able to impregnate them, continue, and they're still pregnant.
The only problem is it can theoretically get fucky and mess with variables... but if the user does it to themselves it's not really the creator's fault and I think that most players are aware of that fact.
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