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	<title>
	Comments on: Making Gunpoint&#8217;s Save System	</title>
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	<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/</link>
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		<title>
		By: Anonymous		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-292406</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Thu, 12 Jul 2012 12:52:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-292406</guid>

					<description><![CDATA[shut up and take my money]]></description>
			<content:encoded><![CDATA[<p>shut up and take my money</p>
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		<title>
		By: LongShad		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-270004</link>

		<dc:creator><![CDATA[LongShad]]></dc:creator>
		<pubDate>Sun, 06 May 2012 16:36:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-270004</guid>

					<description><![CDATA[I think - best use save-triggers in safe areas, like in &quot;Stealth Bastard&quot;.
When player enter in safe-trigger (they place level-designer) - game is saving and safe-trigger destroying (saving run once).]]></description>
			<content:encoded><![CDATA[<p>I think &#8211; best use save-triggers in safe areas, like in &#8220;Stealth Bastard&#8221;.<br />
When player enter in safe-trigger (they place level-designer) &#8211; game is saving and safe-trigger destroying (saving run once).</p>
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		<title>
		By: Benjamin		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-269739</link>

		<dc:creator><![CDATA[Benjamin]]></dc:creator>
		<pubDate>Sat, 05 May 2012 06:18:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-269739</guid>

					<description><![CDATA[&quot;I guess this can work for a demo but for a final release you must move to a checkpoint based system: in 5-10 seconds i&#039;m probably still idle thinking what to do next, so there&#039;s no difference between the saves or, as you highlighted, you are in the heat of action and you could die.&quot;

Perhaps auto-save after the player takes a few significant actions, rather than geographical checkpoints?]]></description>
			<content:encoded><![CDATA[<p>&#8220;I guess this can work for a demo but for a final release you must move to a checkpoint based system: in 5-10 seconds i&#8217;m probably still idle thinking what to do next, so there&#8217;s no difference between the saves or, as you highlighted, you are in the heat of action and you could die.&#8221;</p>
<p>Perhaps auto-save after the player takes a few significant actions, rather than geographical checkpoints?</p>
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		<title>
		By: Flavio		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-268836</link>

		<dc:creator><![CDATA[Flavio]]></dc:creator>
		<pubDate>Mon, 30 Apr 2012 15:26:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-268836</guid>

					<description><![CDATA[If I may, i don&#039;t mean to offend, but the system is completely wrong and I think the test you write about demonstrate it.
I guess this can work for a demo but for a final release you must move to a checkpoint based system: in 5-10 seconds i&#039;m probably still idle thinking what to do next, so there&#039;s no difference between the saves or, as you highlighted, you are in the heat of action and you could die.
I don&#039;t get this animosity that comes out of your words about informing about the autosave, you don&#039;t need a big banner to tell you are saving the game... console games are not intrusive in this, there&#039;s just some kind of spinning icon in the bottom corner. The banner comes when starting the game, so I don&#039;t see the problem.
I&#039;d say that quicksaves are the solution, but in the HL times it happened often, because of the default bindings, to save while falling in pit and get stuck in a dying cycle.

Personally i can figure myself just hitting reload in a game like this, because i don&#039;t think levels will be so long to complete, like more than 5 minutes... but i don&#039;t know that and it could get frustrating.

In the end the perfect solution would be checkpoints on key moments of the levels (that you must break up in &quot;stages&quot;, at least just for you) _and_ quicksave.
Another nice idea that would integrate in the game would be for the player to manually save at some point with the character interacting with a particular object, i&#039;m thinking about Flashback, where you had your avatar interacting with a computer-stand, or Resident Evil and the beloved typewriter.]]></description>
			<content:encoded><![CDATA[<p>If I may, i don&#8217;t mean to offend, but the system is completely wrong and I think the test you write about demonstrate it.<br />
I guess this can work for a demo but for a final release you must move to a checkpoint based system: in 5-10 seconds i&#8217;m probably still idle thinking what to do next, so there&#8217;s no difference between the saves or, as you highlighted, you are in the heat of action and you could die.<br />
I don&#8217;t get this animosity that comes out of your words about informing about the autosave, you don&#8217;t need a big banner to tell you are saving the game&#8230; console games are not intrusive in this, there&#8217;s just some kind of spinning icon in the bottom corner. The banner comes when starting the game, so I don&#8217;t see the problem.<br />
I&#8217;d say that quicksaves are the solution, but in the HL times it happened often, because of the default bindings, to save while falling in pit and get stuck in a dying cycle.</p>
<p>Personally i can figure myself just hitting reload in a game like this, because i don&#8217;t think levels will be so long to complete, like more than 5 minutes&#8230; but i don&#8217;t know that and it could get frustrating.</p>
<p>In the end the perfect solution would be checkpoints on key moments of the levels (that you must break up in &#8220;stages&#8221;, at least just for you) _and_ quicksave.<br />
Another nice idea that would integrate in the game would be for the player to manually save at some point with the character interacting with a particular object, i&#8217;m thinking about Flashback, where you had your avatar interacting with a computer-stand, or Resident Evil and the beloved typewriter.</p>
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		<title>
		By: SirFry		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-265531</link>

		<dc:creator><![CDATA[SirFry]]></dc:creator>
		<pubDate>Thu, 12 Apr 2012 23:46:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-265531</guid>

					<description><![CDATA[One way you could do saves, if you have time to implement it, is to have a sort of rewind interface that allows you to press back in certain intervals, like 5 seconds, and see a picture of that save state before you jump in. I have seen other games do something similar, and it makes for a fairly intuitive interface, but I have no idea how long it would take to make or if its really feasible. Just an idea.]]></description>
			<content:encoded><![CDATA[<p>One way you could do saves, if you have time to implement it, is to have a sort of rewind interface that allows you to press back in certain intervals, like 5 seconds, and see a picture of that save state before you jump in. I have seen other games do something similar, and it makes for a fairly intuitive interface, but I have no idea how long it would take to make or if its really feasible. Just an idea.</p>
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		<title>
		By: LionsPhil		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-263307</link>

		<dc:creator><![CDATA[LionsPhil]]></dc:creator>
		<pubDate>Fri, 30 Mar 2012 20:22:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-263307</guid>

					<description><![CDATA[Why dance about with filenames when surely you can get the age of an arbitrary savegame by looking at its modification time? Doesn&#039;t GameMaker let you stat() files?]]></description>
			<content:encoded><![CDATA[<p>Why dance about with filenames when surely you can get the age of an arbitrary savegame by looking at its modification time? Doesn&#8217;t GameMaker let you stat() files?</p>
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		<title>
		By: HuCares:)		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-263243</link>

		<dc:creator><![CDATA[HuCares:)]]></dc:creator>
		<pubDate>Fri, 30 Mar 2012 12:29:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-263243</guid>

					<description><![CDATA[Sorry don’t understand you’r problem?  :)You think in not right direction.
Every 5 sc game do save game using system time like this 
12:16:01 
12:16:06
12:16:11

When player die let say in 12:16:22
You have last save games like
 2:16:11  - 11 sec ago
12:16:06  -16 sec ago
And so on;
If you want skip save-games in dif time line you need
Add to save game field like previus save_game
Hire is our saves
12:16:01 prev null
12:16:06 prev 12:16:01 
12:16:11 prev 12:16:06
Die in 12:16:12
load 12:16:06
new save 12:16:16 prev 12:16:06 and so on ..
so you can handle last 3-5 … saves and can display real time or time line with offset in 5 sec(if save every 5 sec) 
let I show :) :
last save 12:16:16
diy in 12:16:18
12:16:16 – 2 sec ago (2 sec real)
Take prev 12:16:06
12:16:06 -7 sec ago(12 sec real); 
HF =)]]></description>
			<content:encoded><![CDATA[<p>Sorry don’t understand you’r problem?  :)You think in not right direction.<br />
Every 5 sc game do save game using system time like this<br />
12:16:01<br />
12:16:06<br />
12:16:11</p>
<p>When player die let say in 12:16:22<br />
You have last save games like<br />
 2:16:11  &#8211; 11 sec ago<br />
12:16:06  -16 sec ago<br />
And so on;<br />
If you want skip save-games in dif time line you need<br />
Add to save game field like previus save_game<br />
Hire is our saves<br />
12:16:01 prev null<br />
12:16:06 prev 12:16:01<br />
12:16:11 prev 12:16:06<br />
Die in 12:16:12<br />
load 12:16:06<br />
new save 12:16:16 prev 12:16:06 and so on ..<br />
so you can handle last 3-5 … saves and can display real time or time line with offset in 5 sec(if save every 5 sec)<br />
let I show :) :<br />
last save 12:16:16<br />
diy in 12:16:18<br />
12:16:16 – 2 sec ago (2 sec real)<br />
Take prev 12:16:06<br />
12:16:06 -7 sec ago(12 sec real);<br />
HF =)</p>
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		<title>
		By: joxp		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262609</link>

		<dc:creator><![CDATA[joxp]]></dc:creator>
		<pubDate>Sun, 25 Mar 2012 21:48:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262609</guid>

					<description><![CDATA[Well, I&#039;d say you should later on implement a rewind/timeline. My Duke Nukem 3D for the Xbox has a rewind feature, and it works great. And do release a new build :D]]></description>
			<content:encoded><![CDATA[<p>Well, I&#8217;d say you should later on implement a rewind/timeline. My Duke Nukem 3D for the Xbox has a rewind feature, and it works great. And do release a new build :D</p>
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		<title>
		By: Rei Onryou		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262569</link>

		<dc:creator><![CDATA[Rei Onryou]]></dc:creator>
		<pubDate>Sun, 25 Mar 2012 14:14:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262569</guid>

					<description><![CDATA[I know your happy with your system, but you could display a little snapshot image of what was happening at each save. A player may not be able to remember exactly what status the world was in 10 seconds ago, but a screenshot might help them go &quot;No, I was already on the path to failure, I need to go further back in time!&quot;

I&#039;d also go with system timestamps if possible. Determining time inside a system where time can change is difficult, but time relative to an outside system is easier to work with. Unless I misunderstood how time (and time travel) work in GP.]]></description>
			<content:encoded><![CDATA[<p>I know your happy with your system, but you could display a little snapshot image of what was happening at each save. A player may not be able to remember exactly what status the world was in 10 seconds ago, but a screenshot might help them go &#8220;No, I was already on the path to failure, I need to go further back in time!&#8221;</p>
<p>I&#8217;d also go with system timestamps if possible. Determining time inside a system where time can change is difficult, but time relative to an outside system is easier to work with. Unless I misunderstood how time (and time travel) work in GP.</p>
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		<title>
		By: Cyanyde		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262371</link>

		<dc:creator><![CDATA[Cyanyde]]></dc:creator>
		<pubDate>Fri, 23 Mar 2012 23:58:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262371</guid>

					<description><![CDATA[I would like to see something like Braid, where you can drag a slider or something in order to rewind &quot;time&quot;

I&#039;m sure whatever you come up with will suffice, you definitely are *not* a &quot;shitty, shitty designer&quot; :)]]></description>
			<content:encoded><![CDATA[<p>I would like to see something like Braid, where you can drag a slider or something in order to rewind &#8220;time&#8221;</p>
<p>I&#8217;m sure whatever you come up with will suffice, you definitely are *not* a &#8220;shitty, shitty designer&#8221; :)</p>
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		<title>
		By: Andytizer		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262303</link>

		<dc:creator><![CDATA[Andytizer]]></dc:creator>
		<pubDate>Fri, 23 Mar 2012 11:54:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262303</guid>

					<description><![CDATA[Please please put your savegames in a logical place such as that suggested by John Walk: http://www.rockpapershotgun.com/2012/01/24/start-it-the-place-to-put-save-games/

That path would be:
C:\Users\[user]\Documents\My Games\[game name]\Saves\]]></description>
			<content:encoded><![CDATA[<p>Please please put your savegames in a logical place such as that suggested by John Walk: <a href="http://www.rockpapershotgun.com/2012/01/24/start-it-the-place-to-put-save-games/" rel="nofollow ugc">http://www.rockpapershotgun.com/2012/01/24/start-it-the-place-to-put-save-games/</a></p>
<p>That path would be:<br />
C:\Users\[user]\Documents\My Games\[game name]\Saves\</p>
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		<title>
		By: Dave		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262283</link>

		<dc:creator><![CDATA[Dave]]></dc:creator>
		<pubDate>Fri, 23 Mar 2012 08:18:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262283</guid>

					<description><![CDATA[I feel your pain with save games. When I was in the industry I worked on the save system for a big open world game. The technical side was way more complex, but it was always the basic save logic (when, how, etc) that ended up being the harder problem to solve. Sounds like you&#039;ve got a pretty good philosophy/logic for your game fleshed out, which is helpful when making the tons of tiny decisions necessary for implementation.]]></description>
			<content:encoded><![CDATA[<p>I feel your pain with save games. When I was in the industry I worked on the save system for a big open world game. The technical side was way more complex, but it was always the basic save logic (when, how, etc) that ended up being the harder problem to solve. Sounds like you&#8217;ve got a pretty good philosophy/logic for your game fleshed out, which is helpful when making the tons of tiny decisions necessary for implementation.</p>
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		<title>
		By: Ash47		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262281</link>

		<dc:creator><![CDATA[Ash47]]></dc:creator>
		<pubDate>Fri, 23 Mar 2012 08:07:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262281</guid>

					<description><![CDATA[Loads instantly, saves instantly? It would be really cool to have a timeline popup, and you drag it backward and forth and it loads the game paused, so you can see where you were, that way you can pick the best save quickly :P]]></description>
			<content:encoded><![CDATA[<p>Loads instantly, saves instantly? It would be really cool to have a timeline popup, and you drag it backward and forth and it loads the game paused, so you can see where you were, that way you can pick the best save quickly :P</p>
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		<title>
		By: Optimaximal		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262280</link>

		<dc:creator><![CDATA[Optimaximal]]></dc:creator>
		<pubDate>Fri, 23 Mar 2012 07:40:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262280</guid>

					<description><![CDATA[Does Game Maker not support system timestamps? That&#039;s usually the best way to deal with time handling, regardless of whether they&#039;re datetime or epoch-based.]]></description>
			<content:encoded><![CDATA[<p>Does Game Maker not support system timestamps? That&#8217;s usually the best way to deal with time handling, regardless of whether they&#8217;re datetime or epoch-based.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262228</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 22:27:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262228</guid>

					<description><![CDATA[In my case &#039;better&#039; always means &#039;better and less work&#039; - this system only took me an evening and solves all the problems I need it to. I just didn&#039;t want anyone to put loads of effort into a suggestion hoping I&#039;d do it: I&#039;d never finish if I spent time making good systems nicer.]]></description>
			<content:encoded><![CDATA[<p>In my case &#8216;better&#8217; always means &#8216;better and less work&#8217; &#8211; this system only took me an evening and solves all the problems I need it to. I just didn&#8217;t want anyone to put loads of effort into a suggestion hoping I&#8217;d do it: I&#8217;d never finish if I spent time making good systems nicer.</p>
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		<title>
		By: Corintho		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262227</link>

		<dc:creator><![CDATA[Corintho]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 22:27:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262227</guid>

					<description><![CDATA[Its interesting to read your reasoning and think &quot;That makes sense.&quot; And when you say what the problem is, it goes like &quot;How the hell didn&#039;t I think of that before&quot;.
I actually felt a little bit like developing the idea of the system.
Thanks for sharing that.]]></description>
			<content:encoded><![CDATA[<p>Its interesting to read your reasoning and think &#8220;That makes sense.&#8221; And when you say what the problem is, it goes like &#8220;How the hell didn&#8217;t I think of that before&#8221;.<br />
I actually felt a little bit like developing the idea of the system.<br />
Thanks for sharing that.</p>
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		<title>
		By: DeliriumWartner		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262222</link>

		<dc:creator><![CDATA[DeliriumWartner]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:58:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262222</guid>

					<description><![CDATA[&quot;No-one suggest a better save system! I just finished the save system!&quot;

You just wrote a big post on different types of saving systems. It was kind of inevitable that this would be a &quot;kick myself&quot; comment section. Too-late crowd-sourcing FTW!]]></description>
			<content:encoded><![CDATA[<p>&#8220;No-one suggest a better save system! I just finished the save system!&#8221;</p>
<p>You just wrote a big post on different types of saving systems. It was kind of inevitable that this would be a &#8220;kick myself&#8221; comment section. Too-late crowd-sourcing FTW!</p>
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		<title>
		By: grobitbox		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262217</link>

		<dc:creator><![CDATA[grobitbox]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:46:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262217</guid>

					<description><![CDATA[A more simple idea: what if when you die, the last save is loaded, paused and you can move backwards and forwards between the paused saves to select one you like the look of. I think something like this where you can see what the saves are would be better than just a list.]]></description>
			<content:encoded><![CDATA[<p>A more simple idea: what if when you die, the last save is loaded, paused and you can move backwards and forwards between the paused saves to select one you like the look of. I think something like this where you can see what the saves are would be better than just a list.</p>
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		<title>
		By: DeliriumWartner		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262216</link>

		<dc:creator><![CDATA[DeliriumWartner]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:45:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262216</guid>

					<description><![CDATA[Would it not work to log the save games according to the time on the PC&#039;s clock? Then they would be in literaly chronological order. Indeed, you could then use a comparison (I assume) to say how long ago the save was.

Then again, I know nothing of programming, so that could be really hard to implement.]]></description>
			<content:encoded><![CDATA[<p>Would it not work to log the save games according to the time on the PC&#8217;s clock? Then they would be in literaly chronological order. Indeed, you could then use a comparison (I assume) to say how long ago the save was.</p>
<p>Then again, I know nothing of programming, so that could be really hard to implement.</p>
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		<title>
		By: relikd		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262215</link>

		<dc:creator><![CDATA[relikd]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:43:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262215</guid>

					<description><![CDATA[yep Dave&#039;s idea sounds great. A horizontal line with some dots on it (like your hand-drawn timeline). Hovering will show a screenshot in the background (you said its loading immediately so this shouldnt be the problem loading the state)]]></description>
			<content:encoded><![CDATA[<p>yep Dave&#8217;s idea sounds great. A horizontal line with some dots on it (like your hand-drawn timeline). Hovering will show a screenshot in the background (you said its loading immediately so this shouldnt be the problem loading the state)</p>
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		<title>
		By: Philippe		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262214</link>

		<dc:creator><![CDATA[Philippe]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:42:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262214</guid>

					<description><![CDATA[I&#039;m not in on the beta (meaning: I haven&#039;t played, just seen videos), but perhaps you could save based on certain actions: elevators, doors, cross-link.

I agree that rewinding a la Braid would be the least jarring (and pretty cool), but it means all your update() functions need to accept negative time deltas (assuming you&#039;re coding like most games I&#039;ve seen), and you still need to keep track of certain decisions to &quot;undo&quot; them.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m not in on the beta (meaning: I haven&#8217;t played, just seen videos), but perhaps you could save based on certain actions: elevators, doors, cross-link.</p>
<p>I agree that rewinding a la Braid would be the least jarring (and pretty cool), but it means all your update() functions need to accept negative time deltas (assuming you&#8217;re coding like most games I&#8217;ve seen), and you still need to keep track of certain decisions to &#8220;undo&#8221; them.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262212</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:37:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262212</guid>

					<description><![CDATA[I love rewind systems, but you do need to design for them from the ground up. And if it&#039;s not your core feature, that&#039;s a lot of work for a small benefit.

I dislike checkpoints and positional saves because they dictate what counts as progress. If a player wants to spend ten minutes in the same place just messing around with the wiring of a building, I want Gunpoint to value that as progress and save every step of the way, so he doesn&#039;t lose it all if something goes wrong.

No-one suggest a better save system! I &lt;em&gt;just finished&lt;/em&gt; the save system!]]></description>
			<content:encoded><![CDATA[<p>I love rewind systems, but you do need to design for them from the ground up. And if it&#8217;s not your core feature, that&#8217;s a lot of work for a small benefit.</p>
<p>I dislike checkpoints and positional saves because they dictate what counts as progress. If a player wants to spend ten minutes in the same place just messing around with the wiring of a building, I want Gunpoint to value that as progress and save every step of the way, so he doesn&#8217;t lose it all if something goes wrong.</p>
<p>No-one suggest a better save system! I <em>just finished</em> the save system!</p>
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		<title>
		By: MLeoDaalder		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262211</link>

		<dc:creator><![CDATA[MLeoDaalder]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:37:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262211</guid>

					<description><![CDATA[Sorry to ask, but will there be a new test build in March?

It might be interesting to try out this new save feature.]]></description>
			<content:encoded><![CDATA[<p>Sorry to ask, but will there be a new test build in March?</p>
<p>It might be interesting to try out this new save feature.</p>
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		<title>
		By: grobitbox		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262209</link>

		<dc:creator><![CDATA[grobitbox]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:26:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262209</guid>

					<description><![CDATA[I guess the the best system for this would be one where you rewind time naturedly to a point that you&#039;re happy with, like in the first world of braid, but I&#039;m guessing that would be ridiculously difficult to do. I was  also wondering about some system that some how predicts when you are about to enter a dangerous situation and saves, but I doubt that would work.]]></description>
			<content:encoded><![CDATA[<p>I guess the the best system for this would be one where you rewind time naturedly to a point that you&#8217;re happy with, like in the first world of braid, but I&#8217;m guessing that would be ridiculously difficult to do. I was  also wondering about some system that some how predicts when you are about to enter a dangerous situation and saves, but I doubt that would work.</p>
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		<title>
		By: Gary the Llama		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262208</link>

		<dc:creator><![CDATA[Gary the Llama]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:24:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262208</guid>

					<description><![CDATA[Couldn&#039;t you solve the last issue by keeping the just-loaded game paused upon load, until you press a key to start the action? That way you have a chance to get your bearings before you action starts. Just an idea.]]></description>
			<content:encoded><![CDATA[<p>Couldn&#8217;t you solve the last issue by keeping the just-loaded game paused upon load, until you press a key to start the action? That way you have a chance to get your bearings before you action starts. Just an idea.</p>
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		<title>
		By: Jorma		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262205</link>

		<dc:creator><![CDATA[Jorma]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:21:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262205</guid>

					<description><![CDATA[Rewind seems like the best solution for this kind of game. No idea how easy/hard that is to implement tho :)]]></description>
			<content:encoded><![CDATA[<p>Rewind seems like the best solution for this kind of game. No idea how easy/hard that is to implement tho :)</p>
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		<title>
		By: ynp7		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262203</link>

		<dc:creator><![CDATA[ynp7]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 21:04:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262203</guid>

					<description><![CDATA[Is there a reason that check pointing at known &quot;safe&quot; points wouldn&#039;t work? I haven&#039;t played the game so maybe that wouldn&#039;t work into the design.]]></description>
			<content:encoded><![CDATA[<p>Is there a reason that check pointing at known &#8220;safe&#8221; points wouldn&#8217;t work? I haven&#8217;t played the game so maybe that wouldn&#8217;t work into the design.</p>
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		<title>
		By: Dave		</title>
		<link>https://www.pentadact.com/2012-03-22-gunpoints-save-system/#comment-262201</link>

		<dc:creator><![CDATA[Dave]]></dc:creator>
		<pubDate>Thu, 22 Mar 2012 20:53:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=3975#comment-262201</guid>

					<description><![CDATA[You could have a timeline allowing the user to select which save to load.
When highlighting each option, the state of the game could be shown, letting the user see what state they will be in if they load that save.]]></description>
			<content:encoded><![CDATA[<p>You could have a timeline allowing the user to select which save to load.<br />
When highlighting each option, the state of the game could be shown, letting the user see what state they will be in if they load that save.</p>
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