![]() Then you can do some consistency checks on load and have special content for the naughty player. To make manipulation a bit harder consider having some of the save data exist in multiple locations. ![]() This also means that all save files from the same data can be affected by data changes. The design complexity can be rather significantly increased, but at the same time players can have much fun playing around with that system.įor the playthrough saves technically that can be accomplished by generating a GUID when you start a new game, and in a global save create a map from GUID to playthrough specific data. This leads to all sorts of interesting interplays when the data affecting a playthrough is saved in multiple save files. Saves can be preserved through copy-paste. the data being auto-saved is saved to the last save file accessed) Autosave that gets overwritten whenever.Thinking outside of the normal save behavior is kinda cool.
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