| 02-15-2005, 02:51 AM | #1 |
i'm making and playing around with my own save code at the moment and i am just throwing this out for map makers opinions. what would you prefer. easy implementing, long codes, unlimited items etc. or shorter codes set items numerous arrays etc. and variations etc. with the save code im playing around with, it saves items only atm... but it uses the actuall item codes as integers (i havent encrypted it yet) that will be used to save items, but the codes them selves are 10 characters long. You see the upside is, all the items are preprogrammed, easy to implement and use. The problem with it is 10 characters might be a mouthful (figure of speech, you get what i mean) i have seen lots of people play dark lineage, it has massive save codes... and yet people still use them. another concept i have been thinking of is custom "encryption keys" where as the user can set how the save code encrypts, ie. abcdefghijklmnopqrstuvwxyz1234567890 to 0987654321zxwvutsrqponmlkjihgfedcba, its not mandatory maybe offer a "-reset key" command to set it to the default encryption... but this can allow the more user defined sercurity if they wish (although most likely unnessisary, i think its still a good concept) opinions wanted etc. |
| 02-15-2005, 09:39 AM | #2 |
Guest | What could be made is give options to the player, like showing a dialog "Do you want to save items?" with Yes/No options, and "Do you want to save gold?"; People not having items or not having gold could set their codes shorter, but then you would need to make some kind of header to each part of the code to id if it's gold, its items or its whatever it is. Salutions® |
| 02-15-2005, 08:28 PM | #3 |
Options require more coding. And when you're encoding you should really consider adding a few digits, placed in different sections of your code, that would serve as failsafes for someone who changes a number or letter of the code. |
| 02-16-2005, 01:54 AM | #4 |
Guest | Well lets see it depends on how MANY item there are. But I think 5 or 6 digits is better. It's not like someones gonna sit around guessing for an hour, by then the game would be over =). So I don't think you need 10 digits I'm running out of paper as it is XD |
| 02-16-2005, 06:52 AM | #5 |
EDIT: Wtf? i didnt post this in the repository, it must of been moved... i dont know why though as i was leaning this towards more of a discussion on the topic then posting my save/load code (although i will when it is completed, but still) well you see, they pre-alocated item codes are 10 digit... so i prefer to keep it really long... but it can save any and all items without the use of arrays etc. i was also thinking if i do provide user end key setting... maybe also offer how many encryption cycles required. ie. encrypt the encrypted code and then repeat it the alocated number of times. also, a fail safe would be included etc. i am currently thinking.. item1-item2-item3-item4-item5-item6-Str|Agi|Int|#-wood|gold-statpoints|level|#|#|# # = Fail safes / custom integers (for multiple map rpg's etc.) it would be hell long i know... but thats why why i started this, to ask opinions on what ppl think... im thinking of using this in a survival style map where you can choose the game mode... ie. solo survival, group survival and enfos team versus survival. and maybe allow saving hero kills. |
| 02-16-2005, 08:17 PM | #6 |
Cubasis' code map that he showed to me in beta stage, was incredibly easy to implement, the code took 6 characters and it had checksums and other protection I can't remember clearly at this moment. |
| 04-16-2005, 06:32 AM | #7 |
Guest | i have a save load system, best used for lots of data, with varing lenghths say u savesd 40 heros with all different hero types, and all different level, and 6 items for each, it would be about 18 characters long there are ways to have a code by not explicidly adding each value individually |
| 04-16-2005, 11:32 AM | #8 |
This was a two month old thread, try not to revive threads like this in the future. |
| 04-17-2005, 03:31 AM | #9 |
Guest | it was on the 1st page (i dont check dates usually |
| 04-17-2005, 04:19 AM | #10 |
ok, stop bumping it by responding to stuff, the only reason i'm bumping this atm is because its 2nd on the list right now, but let it die now -- no answering this with "OK!" or stuff |
