Author Topic: please no save game function!  (Read 5932 times)

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please no save game function!
« on: April 07, 2009, 04:41:29 AM »
yeah, please stay away of save game feature like quicksave. Maybe a save map feature would be an alternative.

glubbar

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Re: please no save game function!
« Reply #1 on: April 07, 2009, 06:53:16 AM »
Save features are usually very hard to code, or so I heard.

Perhaps you should have posted in the correct forum/threat? ;)

whitebear

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Re: please no save game function!
« Reply #2 on: May 20, 2009, 02:00:57 PM »
Well with game like dyson the save file takes about exact same ammount the tables it uses for ALL the units. And that's quite a lot. And it's not that hard to code... just takes some time to sort out all bugs in it.

Alex

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Re: please no save game function!
« Reply #3 on: May 20, 2009, 07:09:17 PM »
We are planning to have a save function. It can take a long time to do a level, so it would be unfair to disallow saving of progress. I think we will go for the system where you can save a level in progress but not duplicate that save from the interface (so you can continue where you left off but not really cheat like with a quicksave).

whitebear

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Re: please no save game function!
« Reply #4 on: May 20, 2009, 09:55:02 PM »
Well I don't see point in cheating in such arcade game. But I have to agree that quick save in rts is quite lame idea. But making duplicate of a file is quite easy.

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Re: please no save game function!
« Reply #5 on: May 21, 2009, 04:46:06 AM »
I can only talk for me, but I noticed Dyson as a game for casual gamers and like a puzzle every level/map is more difficult, the more highly the level-number. I think you can save developing time if you strike "save function" through of your to-do-list. It is great that the player can choose the level -> map -> challenge (-> problem statement) :D
(Slightly different start conditions randomly generated for every level/map are good for Dyson to make longer fun beside more maps.)

How much time to save we are talking about exactly? If I have a small time window, I play a small map.
- But if someone wants to play a huge map for a short time, I would ask him why he wants to waste his time on a huge map with a lot micromanagement and gigantic armies if success is the same on a small map.
- If he wants a great challenge on a huge map, I would ask him why it is not a challenge to solve a huge map in a short of time.
- If he wants to finish off the opponent's last tiny planet with a galactic great army, I would ask him what is the different between everyone has a galactic great army and everyone has a small army and why does he need a galactic great army for a tiny planet?
- If he wants to play slow because he need a relaxed mood, I would ask him if he does prefer the begin, the end, or the "break-even-point" of a map/level.
- If he wants to finish the great game of a map later, I would ask him why is this game so unique to save? Was this your first success?

I think Dyson has a potential for educational use for learning basic tactical methods in a relaxed manner. In my view a save function during the game is a "killer function" for the fun of a game, because the game lost the main concept or had no good concept.

In my view a save function for the randomly generated start condition has sense to try different solution concepts. But a save function for a game in progress is like to eat a great tasting hamburger later.

(Instead of a save function like a patch for a straight scripted campaign I suggest to generate a campaign which offer the player to solve each stage in a long term solution, or a short term. Like a general which has different tasks as a soldier.)

By the way:
I know a "saving of progress" feature from other game which was easy to cancel. I set a read-only attribute flag to that file which contained the last game state before I left that game. So I had my own quicksave. I think a good anti-cheat concept is to avoid systems which needs protection. (It is like, who supervises the guard?)
« Last Edit: May 25, 2009, 01:41:54 AM by David »

Hunter0000

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Re: please no save game function!
« Reply #6 on: May 25, 2009, 01:44:25 AM »
With all respect David, this is a single player game. If you do not want to save then do not save. Other people do not necessarily share your opinions about saving ruining gameplay, just like many people, when they sit down to play a game, do not always know how much time they have (or want to) play it. You say one should enjoy a small challenge as much as a large one - that is a matter of opinion - I for one know I enjoy larger challenges because they involve more units and feel more strategic (and less tactical).

Suggesting that a single player game needs cheat protection is absurd (FYI, 'cheating' is already easy because you can easily modify the levels yourself). How does anyone cheating affect you? If you do not want to cheat then don't cheat!

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Re: please no save game function!
« Reply #7 on: May 25, 2009, 02:18:13 AM »
With all respect David, this is a single player game. If you do not want to save then do not save. Other people do not necessarily share your opinions about saving ruining gameplay, just like many people, when they sit down to play a game, do not always know how much time they have (or want to) play it. You say one should enjoy a small challenge as much as a large one - that is a matter of opinion - I for one know I enjoy larger challenges because they involve more units and feel more strategic (and less tactical).[..]

yes, I wrote it to aggressive - not polite.
Do you think a save function does influence the way, how you play?

[..]Suggesting that a single player game needs cheat protection is absurd [..]

Did I? I tried to explain (with my limited English knowledge) not to add anti-cheat mechanism, but care of concepts which no need protection.
« Last Edit: May 25, 2009, 02:34:54 AM by David »