Save system similar to Zombie Exodus?


#1

Hello folks. I recently started designing my first ChoiceScript project (writing the outline and such).
I won’t reveal anything, except that it’s in the bane of old RPG’s like Wizardry and the Bard’s tale (which is strange, considering I can’t play these games with a visual impairment).
It’s going to be episodic in structure, and I have plans on implementing a save system like the one used in Zombie Exodus: where the player’s stats are saved from episode to episode.
How would I go about doing this?


#2

I’ve discovered another way of making the game episodic. I’m going to divide the game into seasons instead of episodes (similar to Unnatural), which actually makes more sense.


#3

Not sure if you’re talking about the checkpoint system or something else, but the checkpoint system in ZE basically works by just having a copy of every important variable that is set at the checkpoint, and if the player fails and is taken back to the checkpoint, the saved checkpoint values are copied back into the normal ones.

For example, if you had a stat named “strength”, you would make a second stat called “cp_strength”, or whatever (cp being short for checkpoint). Then you do the same for every other important value.

Unfortunately, I don’t have the time to slap out some actual code, but that’s the general idea.


#4

If you want to use the official save system, you will need to work with Hosted Games support once the first app is published.


#5

Here’s the equivalent in XoR:

https://dashingdon.com/play/havenstone/choice-of-rebels-uprising/mygame/scenes/savescene.txt

and for the second checkpoint:

https://dashingdon.com/play/havenstone/choice-of-rebels-uprising/mygame/scenes/savescene2.txt

and for seeing how that fits into the game as a whole, you could look at the code here: