So, most dashingdon wips have a save /load function which honestly I find really great, and I was wondering if there was the chance of released games having this feature too?
Since otherwise I just reset & spend like 10 minutes skipping thru making the same choices to try out funny dialogue options lol
For me itâs not a necessity since hosted games and CoGs remember where you last left off anyway, but I could see it being used in some of the more involved games.
I concur with @Black_Wraith_Panthom, though. Having it as a DLC doesnât sound like a good idea, especially since a lot of companies nowadays donât know how to do DLC properly.
Oh, yeah, it is a good question.
But I think CoG has that âchoices have consequencesâ philosophy in place and a save system might undermine that?
The âmessing aroundâ part was that I was joking about the 99 cent dlc, so itâs like, yeah ok weâll forget our own principles for extra money (no, not really - that was the joke).
Yes. Uâre vkkin messing up. Now clear this mess, or get grounded!
On a more serious note, though, I think this @CJWâs save plugin is not officially supported by both CoG and HG. You know, when a game get published, I believe their code is implemented with another code-stuff especially for advertising and IAP things.
To my feeling, CJWâs save plugin and this code-stuff somehow arenât compatible, or messing up with either one will mess up the other. I mean⊠you know what I mean, guys. (Sry, not really a coder nor a game developer)
Besides, these released games are pretty much âoldâ that I think the save plugin is basically non-existent upon their development time. Probably thereâs already a game or 2 WIPs queuing on HG label that have their save plugin implemented, tho.
NowâŠactually thinking about it, there are some games that allow to save a checkpoint but they only load if we die, on otherhand Mecha Ace if i remember has a restore function from stats menu
So yes actually saving is possible w/o DLC, its just depends on the writer if he/she wants to implement the save options.
But then again small stories dont actually need saving but the big ones with multiple branching can use some saving, ya knowâŠsaves a lot of time on scrolling through the whole story again.
But then a question arises âdoes it kill the replay value?â well sort of
Imagine you save the game on a crucial point the Choice A lead to good end and B leads to âmehâ
So you get the good end, get some achievements and before hitting the âendâ button you load to choice B and get the hell of ending and other achievements, so yeah saving kills replay, but sometimes youll have to start over again for certain choices
all i can say is, there are some games which can use save feature but others dont require it at all.
Most games arenât very long in a single playthrough, even if theyâre 100k± in word count. Then again, I tend to go through HGs and COGs FTL speed, even replayingâŠ
I imagine that if one was long enough, a save system like on dashingdon.com would at least be considered for that specific game. Itâd probably have to be way longer then anything weâve seen so far, though.
You can, thatâs what the plugin used by dashingdon.com is, a mod. As @Szaal said, CoG donât publish games with modified code. The reason for the mod is it gives the author flexibility over save mechanics. CoG have a âno rewindâ stance on things, so their shipped save system doesnât lend itself well to replaying choice options etc.
Well, thank you for replying, Jason. At least as a writer, I know that if Iâm to implement a save system, I need to work around it by myself somehow.
Itâs double edged sword, IMO. It can be mean more work to code, but youâll also get more control of your game design.