Hi Hannah,

Apologies this is a bit late.

You won’t likely trigger that issue by conventional means. Saving in WIP games is always tricky due to the simple fact that you’re saving state that may or may not exist in that exact form come next load (as the game will have been updated).

Even if your users could remember exactly where they saved, CS games don’t actually have a concept of page numbers (it just shifts along lines of code interspersed with visual page breaks).

But what is probably happening is that the save data in is no longer valid and is having the result of loading them into a state that triggers the endless recursion. I don’t think there’s anything you can do here other than ask them to delete saves between updates. It sucks of course, but that’s you’re only guarantee.

Another option that might work in rare cases, but probably won’t match the flow of most games, is to disable the real-time save menu and only allow saves during certain points/scenes in game (which you can avoid updating as much).

EDIT: If anyone is feeling adventurous it might actually be possible to write a tool that scans save data and the game files and makes a determination on if it’s still compatible. It’s not something I have the time to look into myself but I’d be happy to talk it through with anyone interested.

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