Ways to save the game.
Hello there.
Since there have been no complaints about the save system implemented in the game, I can conclude that everything works as it should. Excellent. So we can continue working on developing the plot and new content.
Now a question for you. While working on the core of the system, I often had the thought - how best to implement save management? More precisely - how will the player be able to save? A simple quick save in any place, in my opinion, deprives the game of complexity, but saving exclusively at checkpoints, on the contrary, makes it too difficult. Also, the type of save in souls-like games comes to mind - bonfires or whatever replaces them in the game setting. That is, if anyone is not in the know, the ability to save only at specific points.
And then the idea came up - what if we combine different saving methods with the difficulty levels of the game? For example, on easy - the ability to save anywhere by pressing F5 and checkpoints, on medium - "bonfires" (or rather special consoles, an example of which you can see in the attached image) in certain places and checkpoints, and on hard - only checkpoints, without the ability to manually save anywhere.
In my opinion, the idea is interesting and makes the gameplay quite flexible. What do you think? Does such a system make sense or is it easier to leave everything as it is now? Participate in the poll and leave your opinions in the comments.
And if you still stumbled upon a bug in the existing saving system - please report it here or on Discord.
Comments (6)
Oh! Phone! I'm playing on hard but I have to take this call! Well just because I have to get up from my desk at an inopportune moment I get to lose 2 hours and get flung back to some check point. Yeah.....great........
Lifehack - press pause :)
So those who want to play on hard but want to save when they want to are just shit out of luck?
They will have autosave at checkpoints. This is enough to avoid starting the game over, but at the same time it will make the game more difficult, which is what is meant by "Hard" level.
More ways to save means more code, which means more testing. OTOH there should be more ways to differentiate difficulty levels than enemy health.
In the existing system, it's a couple of lines of code to make a similar distribution of saving by difficulty level. It's not for nothing that I spent so much time on it, system quite flexible. And btw, enemies have no health at all :) From the difficulty levels depend their reaction speed, range and angle of vision, and hearing.
