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Save/Load engine (Transferable?)

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I'm pursuing an ambitious project to create a multiplayer ORPG that uses more than one map.

Basically I'm going to make my entire database first before I go in and start making new maps. Once I've finished the entire database I will not edit it any more. (This means that the only updates I'll be doing to the ORPG will be to fix bugs or maybe add maps)

I haven't used a save engine before, and while I forsee no problems, I am wondering if this is possible.

I believe if the data being manipulated by the save engine is exactly the same in one map as it is in the other, than they should share the same load code. So saving a hero in one map should make it loadable in a different map with the same data.

Is this possible?

I want to make a Tundra map and a Lavaflow map. If the player saves in the Tundra map, I want them to be able to load in the Lavaflow map. Both have different quest lines and NPCs, but the monsters in the database of the lavaflows are the same as the monsters in the tundra.

There isn't anything funky in a save code I need to watch out for is there? I mean they mainly load the information in the object editor right?
 
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It depends on what you are going to save, if you want to save heroes and their levels, you'll need same hero unit types in all maps (they need to have same ID, too) and same max level. If you want to save items, you need to have same set of items and so on...
Now if you wanted to save quests, which you say differ in both maps, I recommend making a common set of quests, which will load in every map, and some of them will get changed during the map. (for example, if you had an array saying whether player has completed a quest, you'll use indexes 0-50 for quests from tundra and 51-100 for quests from lavaflow. In every map, the entire array is loaded from the code, some of those quests statuses change during the game, and then the entire array gets saved again)

I assume from your question that you are using someone other's save/load system, then you need to check out whether the code uses the name of the map to encrypt the code (I have seen it in a system once, I am not sure whether any of systems here on hive uses the map name)
 
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Ahh thank you. What you say is consistent with what I elt to be true. This ensures me that my idea is feasible :D

I'll be keeping all rawcodes, max levels, and other database info the same. What are you refering to when you say Hero Types though?

Anyways, you've brought up an interesting idea to me. If I want certain quests to be unrepeatable, then I have to also include that in the save/load data and whatnot. Very helpful.

ミ★(=^・・^)v Thanks!!★
 
So you want to have save/load codes to work between different maps?
It's possible if all of your maps object data is the same.

Meaning if you make 1 new item in one map, you need to update all maps so that items will work in 'em.

It's fairly simple by exporting/importing object editor data.
May I also suggest my save and load (check my sig)?
 
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Ah, I have already downloaded your CodeGen prior to even reading your post :D Thank you, it's good to know that you are still an active member of the Hiveworkshop community and that your CodeGen is something you endorse ^^

Hopefully your CodeGen will work fine as is. Loading multiple heroes for one player isn't common in ORPGs. Also I'm debating removing or limiting the amount of items for each creature hero.

Out of curiosity, how big would a loadcode be that uses all alphanumerical inputs and saves abilities, inventory, and level for four different heroes? I doubt I'll make the loadcode that bloated, but it's good to know what maximum would be looking at.
 
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