Quote: "if you released a game how did you overcome the save/load problem "
Actually I wouldn't call it a problem, it's more like a missing feature. If you want to know how I did overcome the lack of a save/load feature, buy the game and you'll know
Just kidding..... I did divide my game into chapters. Each chapter has a limited number of levels in it. Works great, you just need to create a launching menu to open the chapters. Also to prevent people from playing the next chapter before they've finished the previous one, you need to use a security to code that unlocks the next chapter.
At the end of chapter one, you get the code for chapter 2. At the beginning of chapter 2 (and the following ones) I put an extra level with one room and a door. Behind the door is a winzone, but to go through the door you need to enter a code first before you can open the door. All of that has been scripted by me to use in FPSC, works great. Before you ask.... no, at the moment I'm not going to release the script or any of the other new script I've created for this game. I put countless hours into writing the use code script and all of the other scripts (like new enemy scripts), I'm not ready to just give it all away.
As for Riker9 having save/load features, I honestly doubt it will ever have it. Why? Cellblock and his buddies have been contradicting each other on the saveload so often (even CB has been contradicting himself about it on numerous occasions), that I simply don't believe they've got it at all and know how it can be achieved.
You really don't want to know how often they've promised to release a save/load feature and how easy it can be done. After all of these months we're still waiting for it..... so in the end I made up my own solution and I'm not going to wait for or depend on Riker9 any longer.