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Fluffy_Kaeloky

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Game Developer
Sep 1, 2020
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Ohhh noted, I've yet to finish finding all the mcguffins.

As a consequence, though, because of that warning on the itch(dot)io page, and because the game is still on active development, what would happen if, say, a brand new area was added with new content and upgrades to get was added to the game but I still had an old save right next/inside the gallery room, would it cause some disconnect between my save and the game trying to read the room #/number of upgrades/progress and cause a conflict? Leading me to basically start the whole game over again? Or is there a future-proofed solution for this? Mostly wondering cuz I've already spent a good hour or 2 getting to where I am in terms of progress, but I fear it'll be rendered m00t the moment a new build comes out.

Granted, my scenario does hypothesize a large-enough update for it to guarantee a conflict, but I'm not sure it won't happen with a smaller scale one, you catch?
Saves imported fine from the previous version to the current one worked fine (bar content filters defaulting to off). Though if you save in the dev room you'll move along with it to the end of the new content so you'd have to escape the new rooms backwards, without all the gear you'd be expected to have, to get back to normal progression.
This, pretty much. The way I wrote the save system, references shouldn't break unless we delete and recreate the save station.
Although as such you will move with the end room if we change the door connections, possibly ending up in a new area without the necessary upgrades.

I should add a version number in the save files to potentially allow you to reset the save station to the gunship. The only issue is that we might break other things as well. We had people encountering the first boss the other way around as the game didn't think they beat it after getting to Brazza after loading an old save.

As such I prefer to just mention that losing an old save is technically not supported, although the game *should* happily load it, as long as a critical reference hasn't exploded. It just might not make sense in a game design sense.

Alternatively, if you have a bit of time to lose and some tech knowhow, the save files are plain JSON files. If you run the content through a JSON beautifier online, it becomes very easy to read and edit. The biggest issue is knowing the which IDs correspond to what. There's no checks for user changes. I can help a bit as well should you need some help restoring a save file to a playable state if it ends up in an invalid state.
 
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Axis3123

Active Member
Apr 1, 2020
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Ohhh gotcha, that makes more sense. I figured the player would just brute force a save so long as the coordinates still show a valid room, but I figured it would get messy if an older room got a total revamp, or landing on an area where you could end up getting soft-locked or weaker than expected. Noted!
 
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4.10 star(s) 11 Votes