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FPSC Classic Product Chat / getting around the NO save/laod barrier

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munky
18
Years of Service
User Offline
Joined: 2nd Jan 2006
Location: Sydney, Australia
Posted: 18th Jan 2006 09:47
Hey, is it at all possible to get around the No save/load barrier by designing and building your games in a series of 'chapters' that maybe take around 20 to 60 minutes to complete? Each 'chapter' could have several mini chapters/levels, call them what you want, maybe 2-4 depending on size, so that you could complete them in a single play session. You would need to Build each chapter separately with the mini chapters/levels making up a complete game Build. These separately Built'chapters' could be then all be burnt to the one disc and (in theory) you could have a game with as many levels as you wanted/needed...way more than 50.
O.k. i know that this would have limitations and may also fracture any narrative that you might have in your game, but at least you could be more ambitious in building a bigger, longer game.
Also, if you put enough player checkpoints within each individual mini level/chapter then dying would not be such a drag as you would respawn without having to repeat much, if any of the game.


Is this making any sense?
Has anyone done this in their games yet?
Will it work?
thanks,
Munky

let he who is without aim cast the first stone.
ultraplex
18
Years of Service
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Joined: 8th Dec 2005
Location: cyberspace
Posted: 18th Jan 2006 10:51
this could work if u have a password at the end of each level which would enable u to play the next chapter,rather than playing any chapter u felt like.
example just playing the last chapter then saying "i've finished the game"...lol
uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 18th Jan 2006 11:16 Edited at: 18th Jan 2006 11:17
Theres nothing stopping anyone making a game in parts of any form - call them what you will. It would just require a number of game .exe files.

You would need do this to include MP levels in a game anyway.

There are likely to be various options that users could come up with to create a game interface from which you could possibly choose to lauch individual game parts, games/levels from a single interface.

Non of these would be ideal but there are numerous workaround possibilities.


munky
18
Years of Service
User Offline
Joined: 2nd Jan 2006
Location: Sydney, Australia
Posted: 20th Jan 2006 16:39
Also, it just occured to me that (if i am not mistaken) you cannot have more than one sky box at any one time, i.e. whatever you set as the default...you are stuck with when it comes to building the final game...so say your game/story starts out on a space station(in the first level) and then you land on an alien planet in the next part of the story etc, then if you build your game in small chapters consisting of say, 1-5 levels
then you can change the sky box and hence the game/story location.
Obviously you would then burn to cd all the different game Builds to
have your final total game with the various locations.

If any-one has played Unreal 2-The Awakening and also the parts where you get sent to 'ZEN' in Half life, you'll get where i'm coming from.

cheers,

Munky

let he who is without aim cast the first stone.

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