(question) delete save upon gameover?

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Shaz

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I'm sorry I haven't read through all the thread - I worked long hours today and am exhausted.


I just wanted to weigh in and say be sure you're doing this for a good reason. I would not go near a game if I knew it was going to delete my save file on gameover.


Also, please don't double-post. If you want to reply to several people, just type @ followed by their name and reply to them. Or hit the MultiQuote button on each of their posts and when you've done it to all you want to reply to, choose Reply to Selected Posts. You do NOT really need to quote each person's post when you reply to them. If you do, delete any portions that are not related to your reply, so the thread isn't filled with quotes of irrelevant stuff.
 

NeoPGX

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I just wanted to weigh in and say be sure you're doing this for a good reason. I would not go near a game if I knew it was going to delete my save file on gameover.
As I said before, there would be a hardcore mode as well as a non-hardcore mode in my game. Only hardcore mode would kill your save, whereas non-hardcore would not.

I aso plan to add difficulty options to my game which range from easy peasy to making you want to toss your controller (or keyboard for that matter LOL) out the window.
 

Kes

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Just something to bear in mind when you're planning your work flow.

I think I am correct in saying that this is your first game.  This means that you have no experience at balancing a game across its entire length.  Balancing is generally considered to be one of the hardest aspects of game making.  Balancing across difficulty levels is even more difficult so that easy is truly easy and hard is truly hard.  It isn't just a question of putting in a script which alters enemy stats.  That is merely the first step.
 

NeoPGX

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Just something to bear in mind when you're planning your work flow.

I think I am correct in saying that this is your first game.  This means that you have no experience at balancing a game across its entire length.  Balancing is generally considered to be one of the hardest aspects of game making.  Balancing across difficulty levels is even more difficult so that easy is truly easy and hard is truly hard.  It isn't just a question of putting in a script which alters enemy stats.  That is merely the first step.
Thank you for your concern. But so you know, the game is in very early stages of development, the balancing will come much later and I plan to hire game testers for that task among other things.
 

DoubleX

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On topic:

Maybe something like this can do the job:

#==============================================================================|#  ** You only need to edit this part as it's about what this snippet does     |#------------------------------------------------------------------------------|module Game_Over_Delete_Save  # Sets which save files will be deleted upon game over  # :all - all save files will be deleted  # :last - the last save file will be deleted  SAVE = :all#==============================================================================|#==============================================================================|#  ** You need not edit this part as it's about how this snippet works         |#------------------------------------------------------------------------------|  DELETE = %Q(  def start    start_delete_save#{SAVE == :all ? "    DataManager.savefile_max.times { |index|     DataManager.delete_save_file(index)    }" : SAVE == :last ? "    DataManager.delete_save_file(@last_savefile_index)" : ""}  end  )end # Game_Over_Delete_Save#------------------------------------------------------------------------------|#  * Edit class: Scene_Gameover                                                |#------------------------------------------------------------------------------|class Scene_Gameover < Scene_Base  #----------------------------------------------------------------------------|  #  Alias method: start                                                       |  #----------------------------------------------------------------------------|  alias start_delete_save start  module_eval(Game_Over_Delete_Save::DELETE)end # Scene_Gameover#==============================================================================|
I've briefly tested the :all case and all save files are gone upon game over.

This snippet won't work if you use some other scripts that get rid of the game over scene entirely.

Off topic:

I may sound rude, but once players realized your game uses this feature, they may want to back up their saves(Savexx.rvdata2). Then when your game delete them all, they can just use the backup(they may even use an usb to backup, so even if a script can search the entire computer, it's still mostly useless), making that feature almost useless.

Of course that's won't be the case if you manage to disable save file backup lol(To be serious, I suspect if even a scripting prodigy can make such scripts)

P.S.: The fact that players can backup their save files makes stopping save-scumming rather difficult(although the costs are increased somehow), as long as they can save anywhere(and not even anytime).
 
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DoubleX

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Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.


at OP's request
 
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