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13:40:00
Shinmera
My game does not have a separated "editor" and "runtime" phase. The editor is part of the game runtime, and so far all content was made by just starting the game, hitting the "enter editor" button, and then placing things. Hitting "save" then traverses the scene and writes all entities and their propeties to a save file. When loading the same region, it would then reconstruct the scene from that
13:40:07
Shinmera
Things get more complicated now that we're planning for the longer story and all the scripting and shit associated with that. For instance -- imagine you're testing out a section of the game. You realise you have a change to make, so you open the editor and make that change. But now, because you were testing, the player (and NPCS, and other stuff) is at a different place than it was when
13:40:09
Shinmera
originally loaded, so when saving these new positions are going to be saved instead.
13:40:20
Shinmera
I'm trying to figure out a system to prevent that from happening -- meaning ensuring the same "initial state" is preserved even if you make changes in the middle of things.
13:40:53
Shinmera
Trying to think about this especially in terms of the story progression, where things need to spawn in at different places at different points in the story makes my head spin.
13:42:26
Shinmera
Essentially I suppose I need some way to differentiate intended "initial states" of entities from the current states, and a way to select the set the intended initial state as the story progresses.