Undertale was rather successful in doing so, and it is an interesting area to explore, at least imo. Why not reward such exploration? :3ĭoing this well can make the player feel that the game anticipates their moves. It is a puzzle to them, another form of a game. Then you can do some consistency checks on load and have special content for the naughty player. To make manipulation a bit harder consider having some of the save data exist in multiple locations. This also means that all save files from the same data can be affected by data changes. Hi I played undertale when it released and finished both standard and peaceful runs. The design complexity can be rather significantly increased, but at the same time players can have much fun playing around with that system.įor the playthrough saves technically that can be accomplished by generating a GUID when you start a new game, and in a global save create a map from GUID to playthrough specific data. This leads to all sorts of interesting interplays when the data affecting a playthrough is saved in multiple save files. ini file, because the game creates the uncapitalized value when you choose the character name at the beginning. Saves can be preserved through copy-paste. If you delete your file0 to start a new game but keep the undertale.ini with a capitalized Fun value, you’ll have both fun and Fun values in the. the data being auto-saved is saved to the last save file accessed) Autosave that gets overwritten whenever.Thinking outside of the normal save behavior is kinda cool.
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