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in reply to stux⚡

How about this

I have about 6-7 maps

When you complete tasks you earn money, with the money you earned you can unlock new maps?

So start with one small and unlock whatever you want depending on your earnings

in reply to stux⚡

If you go this route you should allow the player to pick which map they want as the initial map.

Nothing would annoy me more then being forced to play on a map I hate to unlock a map I like.

in reply to stux⚡

Okay maybe not..

Currently I save all interactable actors and their state but if I add more levels the save operation gets quite huge or it has to be per level

So maybe one big city and parts locked for example

This entry was edited (1 week ago)
in reply to stux⚡

What exactly are you trying to save to make the save file so huge? You can probably reduce it to flags or variables, save them, and then load the game back to the correct state based off of them
in reply to Trebach

@trebach Not the save itself but the system

There are 6 types of actors with each their vars and some also have refs to materials

Currently it's just for one level but if i add more i need to overhaul the sysyem so the actors get saved per level

in reply to stux⚡

I think we can make it expandable without having to overhaul the system each time by assigning an id to each actor, saving the necessary fields for each actor in an object, and then having a dictionary for each actor type with the id of the actor as the key and then the value as the object you made for the actor

If you need to add more actors, you add to the dictionary with a unique id. If you remove actors, ignore ids that don't exist in the game anymore. If there are ids missing when you load the save for actors you've added to the game in the meantime, use default values as though they were brand new