Kinda think it'll be similar to DS. Game saves after, entering area, exiting game, changing weapons, going through inventory and hidden "checkpoints"Actually, the two of you seem to have given different answers. Does the game save when you exit? or does it save continuously?
If it just saved when you exited, you could exit the game, duplicate the save files, and then overwrite them if anything bad happened in your playing session. This would not be possible if it saved constantly. Then again, I'm not sure if constant saving would be feasible for as complex a game as Sui Generis.
I'm thinking it will be more of just a persistent world. Similar to what a game like Terraria uses. The game's state is just automatically saved periodically (regardless of what you are doing) and also saved upon exit. That way every time you load the game up the world is in the same state as you left it. I highly doubt there will be "checkpoints" since there would be too many variables to consider.Kinda think it'll be similar to DS. Game saves after, entering area, exiting game, changing weapons, going through inventory and hidden "checkpoints"
In lack of better words. But for instance, killing a enemy could be a checkpoint. Walking into a new room could be a checkpoint, dying and so on.I highly doubt there will be "checkpoints" since there would be too many variables to consider.
I disagree. I think the game should save in the middle of a boss fight (I doubt there will be typical "bosses" in SG but I know what you mean) if that is what you are currently doing. In Terraria when the game saves it is seamless and doesn't cause lag or other performance issues. If you try and quit Sui Generis during a boss fight you should load right back in where you left off. This will prevent people from simply exiting the game every time they encounter something difficult. If the game auto-saved every minute or so (by overwriting the same game file so it wouldn't take a lot of space on your hard drive), and also upon exit, you couldn't exploit it by trying to exit before certain events took place. I don't think the save system should be tied to the actions of the character.In lack of better words. But for instance, killing a enemy could be a checkpoint. Walking into a new room could be a checkpoint, dying and so on.
There need to be something that tells the game when it should save, so it doesn't save in the middle of a boss fight for instance.
I can think of a few ways to get around that (which may or may not be suitable), so I'm sure that BM can think of some too, that is if they really want to stop people from being able to get around that. Such ideas shouldn't be publicly shared though - once the exact method is known, there will almost always be a way to get around it!Either way how it saves it will be possible for someone to find out how to corrupt the system and make savegame copies.
But if the game saves every minute. you could easily exploit that as well. Simply, after the game saved, you got 1 minute to talk to a NPC, and try to get the "right" options. If you fail, restart.I disagree. I think the game should save in the middle of a boss fight (I doubt there will be typical "bosses" in SG but I know what you mean) if that is what you are currently doing. In Terraria when the game saves it is seamless and doesn't cause lag or other performance issues. If you try and quit Sui Generis during a boss fight you should load right back in where you left off. This will prevent people from simply exiting the game every time they encounter something difficult. If the game auto-saved every minute or so (by overwriting the same game file so it wouldn't take a lot of space on your hard drive), and also upon exit, you couldn't exploit it by trying to exit before certain events took place. I don't think the save system should be tied to the actions of the character.
How will you restart? If you exit the game and restart it the game would save upon exit. You'd start exactly where you left off. There is no reload option so how do you propose we restart to exploit this?But if the game saves every minute. you could easily exploit that as well. Simply, after the game saved, you got 1 minute to talk to a NPC, and try to get the "right" options. If you fail, restart.
Same thing goes for fights as well, since I'm guessing most will be under 1 minute.
Alt-F4 and the task manager are your friends in matters like this.How will you restart? If you exit the game and restart it the game would save upon exit. You'd start exactly where you left off. There is no reload option so how do you propose we restart to exploit this?
Yes, I am aware of force closing or crashing the application. I'm sure people could also modify the game files to further tweak things if they so desired (I can think of about ten other ways to revert the save file too). What I was saying is that using the game as intended (via the game menus and what not) you would not be able to go back and redo anything.Alt-F4 and the task manager are your friends in matters like this.
No time for the game to save. Let people exploit if they wish to do so. It's singleplayer anyway.
And if we ever get multiplayer, server-side saves would be the solution I suppose.