A few preliminary questions on setting up saves
Posted: Tue Jun 25, 2019 12:50 pm
Hi Tony,
I'm working on a turn based RPG which is structurally similar to the old Fallout games. I've read the documentation on saving and started working on it, and was hoping you could help me out with some basic info.
1) In previous games, have used easy save by Moodkie and have a fair amount of legacy code which can be modified for use. Would it be sensible to use easy save to save character and inventory data, and use your system to store the information for player actions, quests, etc?
2) The area I'm most uncertain about is configuring scenes based on the player's actions, or when they are revisited. In the case of a particular character getting killed or a container being looted, I was planning on storing the data in the variable section of dialogue database, then retrieving the data and having a configuration script for each scene, which will enable or disable the character/add the loot to the chest as required. Does this seem sensible?
Thanks!
I'm working on a turn based RPG which is structurally similar to the old Fallout games. I've read the documentation on saving and started working on it, and was hoping you could help me out with some basic info.
1) In previous games, have used easy save by Moodkie and have a fair amount of legacy code which can be modified for use. Would it be sensible to use easy save to save character and inventory data, and use your system to store the information for player actions, quests, etc?
2) The area I'm most uncertain about is configuring scenes based on the player's actions, or when they are revisited. In the case of a particular character getting killed or a container being looted, I was planning on storing the data in the variable section of dialogue database, then retrieving the data and having a configuration script for each scene, which will enable or disable the character/add the loot to the chest as required. Does this seem sensible?
Thanks!