Product Chat / Reloaded for making linear or non-linear/open world games

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Johno 15
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Posted: 19th Jan 2015 21:12
Hey guys I know it may sound like a stupid question at first but is Reloaded for making linear or non-linear/open world games because I've seen Lee mention several times that the engine can be used to make both but I've seen no sign of this. Non linear/open world games need to be able to save the map as it is after certain events happen for example if a player were to make a lot of progress with game missions and also destroy half of a town then when he/she loads the game back up again the next time they go to play it, the mission progress should be the same and half the town should be destroyed (Optional) also open world games need questing systems (I know Lee plans to add this) and other features But we urgently need to see some more features to support open ended games.

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Jerry Tremble
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Posted: 20th Jan 2015 00:16 Edited at: 20th Jan 2015 00:23
Quote: " is Reloaded for making linear or non-linear/open world games "




Not a stupid question at all. (There ARE stupid questions, to be sure, regardless of what a friend of mine says! )The short answer is yes. The long answer is the same but with a lot more words! It hasn't been implemented yet, but there will be a system for saving game data. With the multilevel and the ability to bounce back and forth between levels, it is pretty much a necessity.

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Scene Commander
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Posted: 20th Jan 2015 10:52
Hi,

You will eventually be able to make both types of games or a combination of the two. For example, random encounters and set piece missions.

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Johno 15
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Posted: 20th Jan 2015 16:41
@scene commander. !!!!Very roughly!!!! When will that be, As a fellow software developer I know that you cant promise something at a date incase something goes wrong it cannot be achieved, but will we see it in the next 6 months, The next year or next two
Scene Commander
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Posted: 21st Jan 2015 17:20 Edited at: 21st Jan 2015 17:20
Quote: "!!!!Very roughly!!!! When will that be,"




Very roughly... More than a month, most likely less than a year... It seems very likely that we will focus on targeted updates once V1 is stable, which we really feel won't be long. This will allow us to add single features at a faster rate. Internally we see level jumping as a key element, and don't forget, that although it's still basic, linear level jumping is already possible.



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