Autosave function

An option in the Game set-up for both TA and GB to enable autosave and set the frequency of the saves would be very very welcome.


Is there much difference in dropping a hint to the player that they should save? I considered having rooms labeled with different symbols based on your likelihood of death. ! = eminent, * = moderate, ? = unlikely, $ = safe. Probably not what you would consider, but at least the player is at fault if they have to start over, not the game designer.


Agreed, but with a Gamebook (or a Text Adventure that's been designed to behave like a Gamebook) there's no command input so they can't save. If they've downloaded the game then fine, your idea would be a workaround, but if they're playing online they don't have that ability.

Bare in mind I hide the blue bar across the top of the screen which has the Save button in it. I accept that's my choice, but it's so damn ugly I simply refuse to have it there.


I would suggest adding a 'save' object to your game that would act the same as the save button, but I think you want a blank page with nothing but text, right? You could create a pane somewhere on the right, color it to blend it in with your background, and only have the save object/word visible. The save object could act as a button. Click it and a display verb would pop up called 'save' and that could run a save game script? I'm just thinking out loud. I don't get paid for this so forgive me. =)


I like that idea. For the gamebook style text adventure I wouldn't mind having a 'save' option/link/exit present on every page, but what would be the script, and would that script bring up a save dialogue box or do it all in the background as the default 'save' button does? I'd prefer the latter.


That, OJ, is something a coder would have to answer and I, as we all know, am not a coder. lol

Hopefully, someone can help with this.


Inside of hiding the status bar, make it transparent, (and background-image: none). Then the save button should still be there.


Thanks, TP, but that would still sit badly with my overall design. To have a random save button floating across the top of the screen is a no-no. I know I'm picky but that's just me.

I'm using Twine to build my current game and the design is just what I want; there's a left-had sidebar with 'restart', 'save', 'back' and 'forward' links, and then to the right of that is where the game text sits.

I dare say I could get Quest to look like that, but when I have a program that's already there in terms of design, I don't have much incentive to do so.


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