- Jul 8, 2017
- 235
- 384
That is a good suggestion but we actually already save the scenes you've already watched, you just need to move the saveFile into the new folder. I don't see how keeping a code from one version to the next is easier than just keeping a savefile.BeWilder You know how you can skip with TAB when you've already seen scenes once? You can maybe use that to let people skip in new versions.
Example: Someone has completed 0.5 and now has to complete 0.7 from scratch.
To prevent that do the following:
I don't know if this is possible, but if it is the problem would be somewhat solved.
- At the end of the previous version(0.5), give people a code before the credits that they can save for a future version.
- When the new version(0.7) comes out, add an "unlock" menu where you can input the code.
- When punched in, it will let every scene from 0.5 be skippable with TAB.
I get that you don't want people to just skip through the story and look for codes before playing the game, but to be honest, they're only cheating themselves. Without the story, they are just pixels moving on a screen. You can get that with a quick google search.
I don't know what this type of code is called, but every choice you make builds and changes the code till you have a unique string at the end that'll do exactly what you want:
AAAABAMDAGpDCPQabN-KJSG86iWym4q-T5AzqqnAZhUn6QJVxiyc7IoLYRZvr2xqrJ69BLN8g2KGTLNo8ohARZ3TjzpYpqwqmCSq7IMRLah9MtFtGeNqR4UEB4PbNulg-FqRU1Jr24yxRUfwH9P7_oGiAOvumuA
The above is from a talent generator in a game I play. When you've picked all the ones you want, the code has grown to look like that for an instance.
The game is a series of decisions, like selecting from the talent tree that made the code above.
We save A LOT of things during the game cause we want to have them in case we need them; stats, characters, secondary scenes, etc etc. It's all saved temporary in the application in a lot of variables under the savefile classes and dumped in a JSON file that looks something like this:
Noe{
Stats{
Nerve = 3
}
}
This is then encoded (so it cannot be cheated) and converted into a binary string (so it weights much less) before saving (a long long succession of '0' and '1' for everything in the file, like "1000101010000101..." etc; which is basically the same as the code you refer to in your message). In the new version we decode it from binary and the encoding and voilà, simple as it can be we have a beautiful file with everything we ever need.
We end up with 10kb files (which is kinda average for a save file) compressed and encoded that we can pull everything we ever want from