Re: [Alephmodular-devel] General status overview
Status: Pre-Alpha
Brought to you by:
brefin
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From: Aaron D. <ag...@co...> - 2003-01-04 04:08:03
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On Friday, January 3, 2003, at 08:56 AM, Br'fin wrote:
>
> 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)
I don't really see a problem here. 20 MB is almost irrelevant these
days--hell, I just saw a 500 GB drive going for $1000 the other day. In
a year's time, it'll be $400. Anyway, it would only be that large once
the player's visited all levels (i.e. at the end of a linear scenario).
Intelligently writing the save-file code will avoid having to slurp up
and kick out the entire file every save/load. I don't know if that's
possible with wad files, but we don't really have to stay with wad.
Maybe the save file could actually be an archive (tar/zip) of separate
maps plus a file of current user data? Whether a "diff" on the
canonical map is any use would depend on how long it would take to
"apply" it when reloading the level.
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