Re: [Alephmodular-devel] General status overview
Status: Pre-Alpha
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brefin
From: Br'fin <br...@ma...> - 2003-01-04 08:25:13
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On Friday, January 3, 2003, at 11:08 PM, Aaron Davies wrote: > 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. *chuckle* You've obviously not seen my Hard Drive. I'm running off a 20GB hard Drive that tends to have 600 mb free at most after a reboot and on really bad days will end up having memory usage eat up all available free space. Given the way I usually use machines, I probably won't be upgrading again for a few years and probably won't be buying any new hard drives in the interim aside from something like an iPod :) Ultimately the desirability of a large or small save file should be up to anyone deriving a new game work from AlephModular. The basic save code of AlephModular will be a derivative of the existing save code for M2 and Minf. I would be willing to entertain features that would make alternate save code pieces and strategies easier to implement. -Jeremy Parsons |