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Save data

A topic by Anadz94 created Oct 29, 2021 Views: 553 Replies: 8
Viewing posts 1 to 4
Submitted(+1)

I have a question about yesterday's mail. This may sound stupid but I don't know what exactly is meant with "save data". Is for example saving your fastest time enough?

Host

If someone exits the game, they should be where they left off when they relaunch it.

Submitted(+2)

What if it is a game feature that they can't?  like Hadas, Mario and such

Submitted (1 edit) (+2)

This feels like such an odd requirement for this genre specifically. For my game personally I feel like a save feature would only add confusion and detract from what the game is. Are there no exceptions?

Host

Can you explain how it detracts from your game? Maybe there's a misunderstanding.

Submitted(+2)(-1)

I want refreshing the page to take players back to the very start of the game, before the intro cutscene. I do plan to add a reset button, but I want the reset button to take players to the beginning after the intro cutscene, as it would be annoying for speedrunners to have to watch the cutscene every time. Saving would prevent players from being able to rewatch the intro cutscene. Saving is also just not that useful in our game due to the nature of the mechanics. 

Deleted 2 years ago
Submitted(-1)

I understand that saving works well in some games, like Jump King for example. I am just saying I don't think it would be good for Teleport Tower because of its specific mechanics.

Submitted(+5)

Adding on to this, here are the reasons I think this shouldn't be made a strict requirement:

1. It is a high bar for new game-devs. For Jump-King it might be easy (just player position + velocity), but for games with more than just player-state to save, it is non-trivial. Dealing with save-file versioning also adds extra complexity.

2. Saving must be continuous (at least once a second) to avoid it being exploitable (alt-F4 when you fall). For games with a lot of state to save, this may not even be possible due to the lag it would introduce.

3. Foddian games make it both harder to patch in (no existing checkpoint system), and less necessary (not being able to save is the point). Some of the submitted games simply will not need it.

Submitted(+2)

My game is supposed to be like an infintie foddian / roguelike where every run is unique to see how far you can go in one run. I think as well in my case the save / checkpoint system would feel somewhat out of place in my game too but am open to any and all discussion