Game Development Community

Plan for Clint S. Brewer

by Clint S. Brewer · 08/19/2005 (12:38 pm) · 5 comments

I just posted a new devdiary at UnEarthed Games

Quote:
Save and Load for Torque · Aug 19, 05:28 PM

At Nick Zafiris' prompting I'm going to talk about how I'm handling save and load for UnEarthed Gods and some of the troubles that assailed me along the way.

A while ago, I posted in the private GarageGames forums here talking about ways to handle saving and loading in TGE (Torque Game Engine). For those of you without access worry not, I'll give the jist of everything there in this devdiary. With much help from Tom Bampton and others I was able to get a working system in place....

...Continue Reading...



-clint

#1
08/19/2005 (4:00 pm)
Great devdiary Clint! This is the most comprehensive save/load explanation to date. I know it will help out a lot of people and it sure helped me.

It's true that while your explanation made saving and loading straightforward, there are more stuff that need to be worked out in order to have a complete system. For example, how to save the states from previous missions visited or how to handle the difference between saving a mission when editing and saving a mission when playing. Having this system in place though, is a great start and everything else is a matter of simple experimentation.

Nick
#2
08/19/2005 (7:39 pm)
Thanks for the kind words Nick, and thanks for the prod to post about it!

Quote:For example, how to save the states from previous missions visited
I've switched my game to use a single mission for now, at least until it gets large enough that I'm forced to break it up, so I've pushed this off for now. I think that if I have to do this then I will have one .sav savegame file that stores global game state, player info, events, allegiences, etc, this would get loaded no matter what. Then I would have another .sav file for each .mis I have. When you choose to load the main player .sav game, it would read in the curent mission file, then use the mission specific .sav. Whenever you have to zone into another mission, it would search for a previous .sav for that mission, if there is one, then it would use it, if not then just load it in the default manner and start a .sav for it.


Quote:or how to handle the difference between saving a mission when editing and saving a mission when playing
yes that one is still a little strange. I was thinking that I would just always edit the mission from a starting game point of view, that way everything is in the initial state when I start to edit and I can just save it out and be safe. I give up being able to edit in the middle of playing a game, and it would also mean that editing would make any previous savegames possibly invalid, but it's an easy solution for now.
#3
08/20/2005 (6:00 am)
Single mission? If you can do it, go for it. If I did it, I would probably have performance problems or it would take too long to load a level (too many buildings) but it doesn't hurt to give it a shot first. Searching for a previous .sav when zoning is a great idea though.

Thanks for the ideas. Probably saved me hours of research.

Nick
#4
08/21/2005 (7:09 am)
I made some small test only , but haven't gone to deep yet.
But this gonna be very helpful .
Thanks Clint !
#5
08/22/2005 (10:53 am)
@Nick:
Quote:Single mission? If you can do it, go for it. If I did it, I would probably have performance problems or it would take too long to load a level (too many buildings)

Yeah I'll probably run into the same problem as my game gets a bit bigger...I'm in denial...its glorious!


@Billy, very welcome!
when are we going to get to see more of your game, nudge nudge nudge