Re: [Alephmodular-devel] General status overview
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2003-01-03 14:55:55
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On Friday, January 3, 2003, at 04:29 AM, Aaron Davies wrote: > On Thursday, January 2, 2003, at 10:16 PM, Br'fin wrote: > >> Where does unifying saving/restoring game information lay? > > Speaking of that, one feature I've been interested in for a long time > is PID-style persistent level data--a save file containing the maps > for *all* levels completed so far, so that you can re-enter a level > and have your previous work there remain. This would allow for much > easier design of non-linear scenarios, as well as reducing the > redundancy in certain overly linear ones > (*cough*cough*TI*cough*cough*). It's also a pre-requisite for porting > PID to A1/AM, a project I expect to materialize any day now, now that > the PID shapes file has been cracked. > > So anyway, if this sort of progressive save file is going to be a > possibility later, that should be kept in mind now. > Well, given that the map file for M2 is 19.5 megabytes, I don't think a PID-style of save all the maps is approachable. Unless your map, externally, is actually handled like the original PID map. (a 2D grid of values+extra lists of information is so much smaller than a full map of lines, points, and polygons) Something I would like to see develop is the ability to swap out how a save game is done. Notice how many games focus less on 'save everything' and work with 'save my current stats, where I am, and what I have earned' For something like PID it might be appropriate to save my current level. Then for all other levels note how cleared out a given section is... 'left portion of map 80% clear (10 monsters left), room of death (0% clear, 100 monsters left)' and just randomize the remaining monsters within the cleared section if you revisit that level. -Jeremy Parsons |