DRL > Requests For Features
RFE's for the next version
Malek Deneith:
--- Quote ---While I don't care about mortem security and forcing savescummers to submit, there's no reason to make it so possible and comfortable.
--- End quote ---
Sorry but I won't belive that you never had an situation when you had to end playing but didn't found stairs, or didn't want to miss an special level.
TFoN:
Sure I did, but in such a case you can, AFAIK, back up your save file, either on every level if you know you might have to go, or if the save file's only deleted on exiting the game(I haven't checked), right before you do. Just let everybody know this happened if you also post the results.
Malek Deneith:
Such things won't work - a new level is generated on the moment of loading the save, so using a backup of save from "level just before" would not only result in having to walk throgh the whole level again, but an completly new level.
TFoN:
That's the tradeoff, then. But one level still isn't very big at all, and it being a new one isn't such big a deal IMO. How often do you have to stop games in the middle that this is critical to you?
A way to solve this problem could be having two modes, where one can be saved on anytime and the other only on stairs, each with a very different scoring system (and a note on the type of game on the top of the mortem). Results would be so different that no-one would bother faking a mortem of one type using a mortem of the second type.
But I'd personally really prefer to not have free saving options..
TFoN:
Wait, here's an idea:
On saving on the stairs, the RNG state is saved, too. Upon entering a level (including when loading), right after the level is generated, the RNG state's altered randomly somehow, to keep cheaters from easily exploiting otherwise semi- to very predictable levels. If I've understood correctly, this is quite trivial to implement, and would at least keep level generation static when loading.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version