I was wondering how save games would work in GKC. Lets use a game with quests as an example. You have a main quest with 3 stages, then two side quests that are independent of the main. The goal is to make it so you can have some sort of transferable data that can store each of these values.
First, we must set up the data gathering. Whenever a channel is triggered for the completion or progression of a quest, it’s stored in a property or something as a number (say 0 is start, 3 is completion, if the digit is 2, then you are at the 3rd stage of the quest, which can be done by just adding a number whenever something like a progression channel is triggered). From there, you combine all these different digits into one string or integer or whatever.
Pretty simple so far, but now we get to the tricky part.
How do you a) put that information into a format that the player can read/interact with, and b) unpack that data?
I’m open to any ideas, and thanks for your help!
P.S. if you have any questions about the premise, let me know
EDIT: Yeah, for the different types you could just add 10 for a certain quest and 100 for a different one to a property, then withdraw that property data somehow.
EDIT 2: TL;DR: How do you unpack data from some collection of binary switches or base 10 switches that can increment, and use that to run certain states?
the more and more I think about this, the more possible it seems…
No, sorry, let me clarify. I don’t mean saving the map in Creative, I mean giving a save file to the players so that they can pull out their progress between sessions.
So far no one has made a system for this, but it most likely is possible. You would need to encode the data somehow and output it for the player to copy and paste later, but that would need use of a keyboard or chat system. Then, you would need to change certain stats based on that data.
Yeah, but to make it when the tab is closed and when ever the host host it, the player is saved with the preveus data, gimpossible. This is not Gension Impact, its gimkit, and that would be very hard to do and if some how possible would take up extreme amounts of memory.
Would it though? You just need a property or two, some way for players to input their save, and a thing to send channel signals based on the properties. It would take an extensive amount of memory, but it seems pretty possible.
And it’s not even a keyboard, you would literally only need 3 buttons. One to move over a digit, one to increment up, and one to increment down. if you wanted to save memory, you could even get rid of the increment down button.
Take a voting system, seems easy, but really they are veru hard and take up a lot of memeory, so trying this would take up at least 50% to 70% memory if i can be done, so it leaves not much room to build a good map, idk. This is something we should ask josh about, he would know.