Cogdemos.ink - New ChoiceScript Game Hosting

That’s the general idea, yes. That way, the player knows up front whether that save will work or not (and if it should work but doesn’t, then they can tell me so we can take a look to see why it’s not working).

Right now, there’s no way for a player to know if their save is compatible or not with the latest update, and no way for me to know if it should be (so when someone says a save isn’t working, I have no idea why it isn’t working). The way it should be working, from my testing, is:

  • As long as the update is done for a chapter after the player’s save and no new variables were added to startup, there’s no problem and the save works.
  • If a new variable is added, all the saves are going to bomb if that variable comes into play before the player’s save.
  • If the author updates a chapter that is before the player’s save, there’s a pretty good chance the save will bomb.

If it’s not something anyone but me would actually use, it’s probably not worth the time/money to add it (I can just curse to myself when I can’t pinpoint the issue!). But if it’s something players and authors would find useful, I think it would be a good addition.

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