DRL > Requests For Features

Saving request

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Brewtal Legend:
I was going to ask about this again. It was said that others would like this feature and it could be possible in the future. I still think it would great if the player could save anytime like nethack or rogue instead of having to find stairs first.

http://forum.chaosforge.org/index.php/topic,639.msg5965.html#msg5965

I was going to comment on the old post, but it seems to be locked.

Melon:
One word: NAY!

UnderAPaleGreySky:

--- Quote from: Brewtal Legend on March 22, 2010, 23:23 ---I was going to ask about this again. It was said that others would like this feature and it could be possible in the future. I still think it would great if the player could save anytime like nethack or rogue instead of having to find stairs first.

http://forum.chaosforge.org/index.php/topic,639.msg5965.html#msg5965

I was going to comment on the old post, but it seems to be locked.

--- End quote ---
Such a save feature would break the game, even if the data was hard-coded into another file.

EDIT: And regarding old topics that "seem to have been locked", most threads have a time-lock on them, IIRC.

AStranger:
After having read the last thread the debate seemed to dwindle down to time being spent on saving or mob AI. Personally I'd have to vote for mob AI as a better goal to spend the time on.

I assume the reason you have to be standing on the stairs to save is so the game doesn't have to save the old level or the new level, it just needs to remember what your character looked like between those two levels, ignoring the actual maps. Unfortunately saving the map doesn't mean you can just write the values in ram to a file and it'll all work, because if you loaded and just put a copy of the old values in the new memory you were allocated, none of the pointer addresses will be pointing anywhere close to the correct spot (run-on sentence over). Which means to save the map, it and everything on it would have to be converted to persistable data structures, then converted back on loading.

It all boils down to Nethack style saving/loading will take real coding time to implement and more time to update when slightly larger the minor changes are made. I could be completely off on my assumptions, but they seem pretty sound.

Brewtal Legend:
I know there was the issue of whether to spend time on AI or saving. I still think saving would be a really good feature. I figured since the old post is almost 3 years old, the question might be valid again since time has been spent on AI since then.

Having to save only on stairs is a bit of a hassle, especially if you have to leave the game suddenly or for what ever reason you need/want to quit. I prefer to explore the whole level before moving on to the next.  Plus if you save on the stairs without exploring, you never get to when you load the game back up next time.


--- Quote ---One word: NAY!
--- End quote ---

Why?

I don't see how it would break the game. At least not gameplay wise.

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