Product Chat / A different checkpoint system suggest.

Author
Message
Peri
Game Guru Backer
14
Years of Service
User Offline
Joined: 6th Jan 2010
Location:
Posted: 28th Sep 2017 15:09
I think it will better if in the standalone player death system will change,

the system of lives and game over its good for arcade games but not for long stories games in my opinion.

my easy solution: when the player lost all the lives its will restart the level and not all the game,

the better solution if the system will be like the modern games, every checkpoint will save and restore without lives.

what do you think guys

I think Lee and the team doing great work
DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 28th Sep 2017 15:36
I would say it is best we get more choice in the matter. Limited lives or unlimited. It should be a simple setting, say setting lives to 0 in the editor for unlimited for instance.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 28th Sep 2017 15:46
I was under the impression that setting 0 lives was infinite lives already, i'm sure Lee said something about that in a twitch stream back when he was still doing them.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
Peri
Game Guru Backer
14
Years of Service
User Offline
Joined: 6th Jan 2010
Location:
Posted: 28th Sep 2017 16:41
With 0 lives the player can't lose at all.
Bugsy
15
Years of Service
User Offline
Joined: 24th Nov 2008
Location: Savannah
Posted: 28th Sep 2017 17:44
most games these days have infinite lives. I don't believe the player should be punished so bad for failing a lot of times that they have to restart the whole game, although I've noticed that for gameguru and FPSC games, a limited number of lives can be the difference between beating the game in an hour and 2 tries or 15 minutes and 1 try
OldFlak
GameGuru TGC Backer
9
Years of Service
User Offline
Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 29th Sep 2017 05:50 Edited at: 29th Sep 2017 10:14
IMO lives should be endless. Death should always result in respawn at last checkpoint, and the player should have the option to go back to any checkpoint or to restart the level at any time.

One less pointless counter on the HUD

Of course having a way to set this the way you want as the developer would be best.

Reliquia....
aka OldFlak
Intel(R) Core(TM) i3-4160 @ 3,60GHz. 8GB Ram. NVidia GeForce GTX 750. Acer 24" Monitors x 2 @ 1920 x 1080. Windows 10 Pro 64-bit.
PM
Peri
Game Guru Backer
14
Years of Service
User Offline
Joined: 6th Jan 2010
Location:
Posted: 29th Sep 2017 17:37 Edited at: 29th Sep 2017 17:38
If we will set a 0 lives for our games the player just will back to the last checkpoint position infinity times, and the the enemies he killed will stay dead,

so there is no challenge here specially with boss levels, I think for the start it will better to reset the level and not all the game

when the player lost his lives

Happy game making

Peri
Belidos
3D Media Maker
8
Years of Service
User Offline
Joined: 23rd Nov 2015
Playing: The Game
Posted: 29th Sep 2017 17:41
Then script it so that when you reach the last area it sets your lives to the number of lives you want.

Primary Desktop:
i7 7700,k NV1070 8GB, 16GB 3200mhz memory, 1x 2TB Hybrid, Win10.

Secondary Desktop:
i5 4760k, NV960 2GB, 16GB 2333mhz memory, 1x 2TB Hybrid, Win10.

Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
Teabone
Forum Support
18
Years of Service
User Offline
Joined: 8th Jun 2006
Location: Earth
Posted: 29th Sep 2017 18:59 Edited at: 29th Sep 2017 19:09
The lives system is very old-school. Its not something you commonly see anymore in the past 10 years with games. In fact with a first person shooter its something I dont recall being in any game I've played a part from an arcade style game 20 years ago.

In FPSC and other engines, from what i recall, I would handle this by creating a save state every time the player enters a new level. When the player dies it loads that previous save state. Save state being somewhat different from a player's manual save. Here is a list of all the different types you can find in games.

Its a complex problem to deal with for those that want more modernized style of play. I also personally feel the immersion in the game is broken when you have moved something or collected something or killed something and when you die, those objects and variables are not repositioned nor reset to their original state.

Simple answer is using save and load states in scripting. Not sure if this is supported with GG as I've not gotten that far into my game yet. But since I've been working on an RPG... this is going to be a critical component.
Twitter - Teabone3 | Youtube - Teabone3 | Twitch - Teabone3 | TGC Assets - Store Link

i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce GTX 960

Login to post a reply

Server time is: 2024-10-06 12:23:12
Your offset time is: 2024-10-06 12:23:12