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.
Immediately that recent game project posted here came to my mind.
(Don't ask me why I had the association.)
I wonder whether another type of quasi-bones levels (but without<Snipped some counter-arguments>
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.
But it was anyway a funny effect
the issue; a 'recover' wrapper script that I wrote to simplify the
recovering in case of crashes. I had forgot to clear the temporary
Janis Papanagnou <janis_papanagnou@hotmail.com> writes:
the issue; a 'recover' wrapper script that I wrote to simplify the
recovering in case of crashes. I had forgot to clear the temporary
What's the point of such a script?
The game does the recover automatically if it is started after a crash
and finds the level files of an ongoing game.
That said, I haven't encountered many crashes but if I do, I just copy
the levels to /tmp before letting the game recover, so I can copy them
back and try recover explicitly if something goes wrong.
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. [...]
All in all, the approach seemed really odd to me, though...
I wonder whether another type of quasi-bones levels (but without<Snipped some counter-arguments>
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.
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... ;-)
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