One of the things nobody ever talks about when it works is saving and loading your game. People only always yell at you when it doesn’t. “The save points are too far apart!”, for example. “There is no quicksave function!”. I can almost hear them yelling right now. True, this makes falling asleep much harder, but on the bright side, it also makes sure that there is the option of saving in our game.
In fact, the engine we use (more on that maybe soon, or maybe never, who knows what happens with these updates!) has saving implemented natively, so it’s all not such a big problem. Given that I like to make things complicated – and that there were a few problems related to certain properties of objects, as well as the pointer and handle-management, it would have been a total nightmare to fix these problems. Another problem: The game has a big emphasis on events that happen on a timeline (its not a rhythm game, even though this could be interpreted as if it were) and I was worried that saving and loading could mess that timing up. So we put a certain restriction to that in place – it sounds stupid on paper, but it’s not that dramatic and makes our lives much easier. Another advantage – albeit a small one in this day and age – is that the save files are much smaller. You can have up to eight save files at once, although you really don’t need that many. You can name them however you want. As soon as you’ve choosen the name, the game saves the part at which you are (i.e. what level to load and what characters to place), the items you have, etc. etc. all in the file. That’s all there is to know, but it was work to create it and as such, it is worth to write about!
I hope.
Tomorrow: Loading said save file.
-E


