On Sun, 28 Mar 2021 05:13:53 +0200, Janis Papanagnou wrote:
['recover' wrapper script effect]
> So it happened that newer restorations also incorporated the deeper
> levels from earlier crashed games but not the shallower levels that
> were overwritten by the current game.
Couldn't this also result in 2 player characters existing in one game?
Which one would get the focus on startup (the one at the lowest level?)
and what would it be like meeting yourself? (Your second self would
probably be "just another monster"?
Seems like each level file needs a unique (encrypted) game-specific
GUID (or sth. like that). In case of restoration from a crash, only
continuous level files with the GUID of level 1 should be assembled.
Maybe, restoration should even fail with loss of all level files,
when files with wrong GUID are encountered. - To hamper scumming...
> Immediately that recent game project posted here came to my mind.
> (Don't ask me why I had the association.)
Huge effort with semi-static result. Maybe it was an interesting
pastime for the one doing the project. And some incorporated ideas
might be utilizable as a blueprint for the /real/ ongoing game
development (= mockup sketches). - I haven't checked the outcome.
All in all, the approach seemed really odd to me, though...
> I wonder whether another type of quasi-bones levels (but without
> the remains of bones levels) could be incorporated in a game.
> When the games ends some random level files could be saved for
> random incorporation in subsequent games.
<Snipped some counter-arguments>
> But it was anyway a funny effect
Hm, I'm not a fan of bones levels, in the first place. I think I like
this new idea even less. - Which makes it more likely, that it /will/
be incorporated in one way or another, sometimes... ;-)
BeAr
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