A
Adry
Guest
Theoretical save function:
Hi all! I’d like to preface this by saying that this is more of a “saving” discussion rather than an actual problem to solve. I’ve been working on saving and have a sort of hate / love relationship (mostly love) with it, because it can be very frustrating when working on it and accidently corrupting everything or overwriting things, but I also love it. I love it, because, I love problem solving and it has to be one of the greatest feelings for a game dev when you get the hang of it and start actually saving all your progress for the player. I have to say to me saving can be taken for granted because in all games you can save, and that’s something that just is a part of the gaming experience, but there is a lot involved to get it right.
Sorry to babble, anyways my question for this discussion is that I’m trying to save NPC dialogue, so it doesn’t reset on restart. My initial thought was could I create [parent] that checks if any of the dialogue has progressed via dialogue children. So when the player is saving the [parent] object checks which NPC has changed and saves that to a collective say global variable or some kind of function? This sounds a bit airy fairy so, no worries if this doesn’t really make sense.. Thanks for any and all replies!
This is a snippet on how I'm saving my variables, with JSON.
Hi all! I’d like to preface this by saying that this is more of a “saving” discussion rather than an actual problem to solve. I’ve been working on saving and have a sort of hate / love relationship (mostly love) with it, because it can be very frustrating when working on it and accidently corrupting everything or overwriting things, but I also love it. I love it, because, I love problem solving and it has to be one of the greatest feelings for a game dev when you get the hang of it and start actually saving all your progress for the player. I have to say to me saving can be taken for granted because in all games you can save, and that’s something that just is a part of the gaming experience, but there is a lot involved to get it right.
Sorry to babble, anyways my question for this discussion is that I’m trying to save NPC dialogue, so it doesn’t reset on restart. My initial thought was could I create [parent] that checks if any of the dialogue has progressed via dialogue children. So when the player is saving the [parent] object checks which NPC has changed and saves that to a collective say global variable or some kind of function? This sounds a bit airy fairy so, no worries if this doesn’t really make sense.. Thanks for any and all replies!
This is a snippet on how I'm saving my variables, with JSON.
GML:
ds_map_add(_map, "NPC_dialogue", global.save_dialogue);