Undertale save system - Let's get serious

xdan

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Let's get serious here. Do you think something similar to Undertale save system can be done in RPGM VX Ace? Many don't know what I'm talking about so I'll explain (avoiding spoilers).


This is a strange save system that autosaves certain data while other data must be manually saved by the player.


Let's say, for example, you have two bonfires in a certain map of your game. Whether those bonfires are lit or not is controlled by switches. The switch of one of the bonfires is stored in the save data by this script's autosave, while the other functions normally. This means that the first bonfire will remember whether it was lit the last time you played even if you didn't save manually, while the other bonfire needs a manual saving to remember  its state.


In other words, do you think it's possible to make a script that autosaves certain switches and variables (by script call?) but leaves the rest of the save file untouched?


Tell me what you think.
 

Hitzuki Key

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Maybe it could be possible with something like a new game+ script :3


Well, that is if you want it to completely finish the game at least once for it to be available to be "saved"..


I haven't used the RMVXA in a good time now, so I don't remember so well anymore..


I believe I had something like this back in the RMXP, but it could also have been the VXA.. 
 

Blackyu

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No, having the game remember something even if you don't save at all.
Without saving, you can just use switches.


I don't think I get it. If you want the game to register something via an external file, then the script will be helpful. Otherwise I don't understand.
 

xdan

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Without saving, you can just use switches.


I don't think I get it. If you want the game to register something via an external file, then the script will be helpful. Otherwise I don't understand.


We have switch A and switch B.


You progress in the game. Some event happens and switch A is activated.


tr5454.png


That option right there. If you use it, your save file will remember that switch A has been activated. But, if you don't, if you close the game without using it, the next time you load the file the switch will not be activated. Because you didn't save the information that it was activated. Nothing new, right? I hope so...


You progress further in the game. Some event happens and switch B is activated.


This time, you don't need to use the save option. This time, the switch will be autosaved. If you close the game without using the "save" option, the next time you open the file switch B will still be activated. Switch B, and only switch B, is autosaved to the save file. The rest of the game isn't. Switch A isn't. But switch B is.


That's what the hipothetical script does. It autosaves certain switches and variables but leaves the rest of the save file untouched .
 

Blackyu

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Well, the script can help.


If you don't want the switch to be remembered as activated when you quit the game without saving, you can use normal switches.


If you want a switch to be remembered even when the game is closed without saving or another save is restored, then you can use the script.


You see, this script creates an external data file that can store switches and variables independently from saves. Meaning the switch in question can remain activated even when you quit the game, as it is stored as "activated" in the external data file.
 

xdan

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Well, the script can help.


If you don't want the switch to be remembered as activated when you quit the game without saving, you can use normal switches.


If you want a switch to be remembered even when the game is closed without saving or another save is restored, then you can use the script.


You see, this script creates an external data file that can store switches and variables independently from saves. Meaning the switch in question can remain activated even when you quit the game, as it is stored as "activated" in the external data file.


Which script are you talking about? I mean, has it been made? Do you have a link?
 

xdan

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That one is global. What I'm asking for is a individual one. Save file by save file.


Notice that I'm asking out of pure curiosity. I'm not planning on using it any time soon. I just wanna know if it can be done.
 

Blackyu

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In that case, no, I don't think it is possible. I've never seen a similar script used only for save files, it has been made as "global" because Undertale has only one save file.
 

Zeriab

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Thinking outside of the normal save behavior is kinda cool.

  • Isolated saves (I.e. the default save system)
  • Autosave that gets overwritten whenever. (What about loading a different save?)
  • Last save (I.e. the data being auto-saved is saved to the last save file accessed)
  • Playthrough saves
  • Global saves

Saves can be preserved through copy-paste. This leads to all sorts of interesting interplays when the data affecting a playthrough is saved in multiple save files. The design complexity can be rather significantly increased, but at the same time players can have much fun playing around with that system.



For the playthrough saves technically that can be accomplished by generating a GUID when you start a new game, and in a global save create a map from GUID to playthrough specific data. This also means that all save files from the same data can be affected by data changes.


To make manipulation a bit harder consider having some of the save data exist in multiple locations. Then you can do some consistency checks on load and have special content for the naughty player.



It is a puzzle to them, another form of a game. Why not reward such exploration? :3


Doing this well can make the player feel that the game anticipates their moves. Undertale was rather successful in doing so, and it is an interesting area to explore, at least imo.


*hugs*


 - Zeriab
 

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