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Expansion Pack?

 
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Greenwado
Well, it's just me, what did you expect?




Joined: 09 Aug 2010
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PostPosted: Mon Nov 01, 2010 5:21 pm    Post subject: Expansion Pack? Reply with quote

Is there a way to make a "Expansion Pack" for a game that you can use to activate new side quests? Or a simpler way, port characters to an expanded version of the game? If not, this would be a suggestion for a future update... *Hint* *Hint*
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
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Location: Seattle, WA

PostPosted: Mon Nov 01, 2010 5:48 pm    Post subject: Reply with quote

Yes, it's called "updating your game."
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chronoboy
Into the past with a splash




Joined: 04 Jun 2010
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Location: Canada

PostPosted: Mon Nov 15, 2010 12:56 pm    Post subject: Reply with quote

I'll be using a similar feature to my upcoming game for the Heart of OHR, in which I will be releasing new updates to the game containing new content. I plan on using an internal versioning system, so that I know if a savefile has used the expansion before and update the save information accordingly without causing any problems during gameplay.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Nov 18, 2010 7:24 am    Post subject: Reply with quote

I'm really interested to hear that you're doing that. Having your game work with save files from previous versions is not straightforward: there are so many way in which you can break old save files.

We've been talking about storing more data in save files, such as the positions of NPCs on the current map (even currently running scripts!), but then things get really hairy and users really ought to understand in depth how it works and how to not foul things up, and if they want to do major expansion-pack-like upgrades, best of all would be if they created their own versioning systems like yours.
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chronoboy
Into the past with a splash




Joined: 04 Jun 2010
Posts: 162
Location: Canada

PostPosted: Thu Nov 18, 2010 11:57 pm    Post subject: Reply with quote

The Mad Cacti wrote:
I'm really interested to hear that you're doing that. Having your game work with save files from previous versions is not straightforward: there are so many way in which you can break old save files.


The only ways I see that one could break a save file with a new RPG file, is if you save game-over/load-game script ID in the SAV file. Other things are inventory issues, and various other new-game settings. Change too many spells and swap tags and globals around. I've been keeping the SAV wiki page next to me during development as my Bible per see. I also need to make sure that the first release has as much new-game material complete as possible, and that the player states are perfect. Although since the load-game script ID is not saved, I use the load-game script to preform various updates to the save slot, such as new globals being added that need to be initialized a specific way, and if the player is currently standing where a building just got erected, move him out of the way type of stuff.

Also, since I use a very customized "Save my game" script, before the game is saved to the slot, it preforms a few actions to make sure the game loads perfectly the next time it is loaded. My Heart of OHR game uses some very advanced scripting and intense customizations.

Since I'll be sending a copy of my broken RPG file with .HS import issues, you may just get to see an early version of the mess which is my scripting. You'll see that I script like no other person who scripts in OHR, trust me, after seeing how I script, you'll most likely down a few pills of Advil just to be-able to take it in..... Although, this could be the very reason why I am crashing custom during importation. Custom may need a few Advils of it's own.

I may release my plotscripts for this game at a later date for everybody to see, as it is indeed a sight to see. Many will think that I am just crazy!
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TMC
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PostPosted: Mon Nov 22, 2010 1:30 am    Post subject: Reply with quote

chronoboy wrote:
and if the player is currently standing where a building just got erected, move him out of the way type of stuff.


Not being able to allow the player to save anywhere and safely add stuff to maps is probably the biggest problem of all. This is the first time I've heard of anyone actually going to this trouble. (Interesting thought: this may have been a lot of trouble for you, but people could use zones to help script this)

I meant that there are hundreds of 'obvious' ways to break save games: change the meaning of tags, items, attacks, change hero spell lists, adding shops or stock to shops (I believe it will not be updated?) and generally adding non-optional or not-self-contained content before the point of the game where you've saved...

Quote:
I may release my plotscripts for this game at a later date for everybody to see, as it is indeed a sight to see. Many will think that I am just crazy!


Like I said elsewhere, I've seen and written quite a lot of crazy scripts. Lately people's scripting is getting crazier than ever: Bagne is doing matrix math and 3D rotations (honestly thought I'd never see that), Pepsi Ranger is doing things with megabytes of NPC AI scripts that are virtual impossible (it becomes possible once you allow that there will be bugs due to the lack of concurrent scripts), James is pulling off amazing feats like Bell of Chaos, Moogle and I wrote systems implementing minilanguages for textboxes and slice animation respectively, and people are abusing slices so much I almost wish they wouldn't. Your contribution to this interesting era of scripting is welcomed :)
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