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[Most Variants] Better savefile handling

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Archived from groups: rec.games.roguelike.angband (More info?)

 

The handling of savefiles in most variants could be improved.
To state the problem more precisely, in most variants,
(ToME is an exception that handles it better) the -u flag is used
to select savefiles.

Why is this a problem?
Because a player will in most cases use the same flags all the
time when they play a *band, but if they plays multiple characters
at the same time, one of the flags needs to change at startup.
This requires a launcher file that isn't trivial to write.
(I have written one myself that fullfills my own needs, but
it is not portable to all platforms.)

So, what do I suggest?
Move the savefile handling from a flag to an ingame choice at
startup. The first question the player gets at startup should be
a choice between to create a new character or to open a savefile
containing an old character.
Take a look at how ToME (or Diablo II) handles it for examples.

Finally to avoid misunderstandings, this is a suggestion to make
it easier to manage multiple characters per player. I'm NOT suggesting
anything about multiple savefiles per character.

--
Christer Nyfalt

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Archived from groups: rec.games.roguelike.angband (More info?)

 

Christer Nyfalt wrote:
> The handling of savefiles in most variants could be improved.
> To state the problem more precisely, in most variants,
> (ToME is an exception that handles it better) the -u flag is used
> to select savefiles.
>
> Why is this a problem?
> Because a player will in most cases use the same flags all the
> time when they play a *band, but if they plays multiple characters
> at the same time, one of the flags needs to change at startup.
> This requires a launcher file that isn't trivial to write.
> (I have written one myself that fullfills my own needs, but
> it is not portable to all platforms.)
>
> So, what do I suggest?
> Move the savefile handling from a flag to an ingame choice at
> startup. The first question the player gets at startup should be
> a choice between to create a new character or to open a savefile
> containing an old character.
> Take a look at how ToME (or Diablo II) handles it for examples.
>
> Finally to avoid misunderstandings, this is a suggestion to make
> it easier to manage multiple characters per player. I'm NOT suggesting
> anything about multiple savefiles per character.
>
I would prefer this to be optional. In fact, this is different between
platforms: In Windows, you choose your savefile by a file requester,
while the Linux version automatically loads your standard savefile.
Personally, I consider this to be a major advantage of the Linux
version. I hate having to select my savefile every time. (In the Windows
versions, I usually create a link to "angband.exe lib\save\player",
except in Oangband, where this approach only works if all my characters
share the same name).

The advantage of your approach is that savefile handling would be more
consistent among platforms. But please, leave a way to easily
automatically start the one and only character you're playing.

Matthias

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

Christer Nyfalt wrote:
> The handling of savefiles in most variants could be improved.
> To state the problem more precisely, in most variants,
> (ToME is an exception that handles it better) the -u flag is used
> to select savefiles.
>
[snip problem]
>
> So, what do I suggest?
> Move the savefile handling from a flag to an ingame choice at
> startup. The first question the player gets at startup should be
> a choice between to create a new character or to open a savefile
> containing an old character.
> Take a look at how ToME (or Diablo II) handles it for examples.

Just talking here: I've not looked at ToME in quite a while, but
recently had a look at SAngband again. (Windows version).

At the start screen you press a key, and are presented with your most
recent saved character - the character screen, or the "new character"
screen if no save. When presented with your character, you are prompted
to play this, or load another save file. Or quit.

It is posible that this is from ToME, but you didn't specify *how* it is
done there. SAngband's way seemed brilliant to me, and should (I guess)
work just as well on other OS'. :)

tormodh.

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

Christer Nyfalt wrote:
> The handling of savefiles in most variants could be improved.
> To state the problem more precisely, in most variants,
> (ToME is an exception that handles it better) the -u flag is used
> to select savefiles.

> So, what do I suggest?
> Move the savefile handling from a flag to an ingame choice at
> startup. The first question the player gets at startup should be

This is what windows port does. Unfortunately it does not support
command-line swithes. So both is good, one of the above is not.

Timo Pietilä

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

Matthias Kurzke <mawende@gmx.net> wrote:

> Christer Nyfalt wrote:

[snip]

> > So, what do I suggest?
> > Move the savefile handling from a flag to an ingame choice at
> > startup. The first question the player gets at startup should be
> > a choice between to create a new character or to open a savefile
> > containing an old character.
> > Take a look at how ToME (or Diablo II) handles it for examples.
> >
> > Finally to avoid misunderstandings, this is a suggestion to make
> > it easier to manage multiple characters per player. I'm NOT suggesting
> > anything about multiple savefiles per character.
> >
> I would prefer this to be optional. In fact, this is different between
> platforms: In Windows, you choose your savefile by a file requester,
> while the Linux version automatically loads your standard savefile.

Indeed, on RISC OS you can double-click on your savefile, or load the
game and drag the file to the window, or type the savefile name, which
fits (reasonably) nicely into the platform standards.

The problem is that there is no standard way to read contents of
directories in C, so it has to go into the various main-xxx.c files. I
think even DarkGod would agree that the mechanism for doing this in ToME
(2, at least, I've not looked at 3) is a pretty hacky solution. There,
it's needed anyway for the module code so it may as well be used for
savefiles, but it does make more work for people porting between
platforms.

Perhaps a better solution (if one is needed) for Linux would be to put
in a pre-game savefile-choosing interface which would use the POSIX
directory reading functions to present an list of savefiles before
launching into the game proper. This would avoid complicating the other
frontends unneccesarily. Basically, it'd save me work porting things to
RISC OS, where we already have a similar thing. :)
--
Antony Sidwell.

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

On 2005-06-06, Tormod Haugen <tormodh@GOOGLES_POPULAR_EMAIL.com> wrote:
> Christer Nyfalt wrote:
>> The handling of savefiles in most variants could be improved.
>> To state the problem more precisely, in most variants,
>> (ToME is an exception that handles it better) the -u flag is used
>> to select savefiles.
>>
> [snip problem]
>>
>> So, what do I suggest?
>> Move the savefile handling from a flag to an ingame choice at
>> startup. The first question the player gets at startup should be
>> a choice between to create a new character or to open a savefile
>> containing an old character.
>> Take a look at how ToME (or Diablo II) handles it for examples.
>
> Just talking here: I've not looked at ToME in quite a while, but
> recently had a look at SAngband again. (Windows version).
>
So, it was Sangband which was the other place I had seen that
kind of savefile handling before.


> At the start screen you press a key, and are presented with your most
> recent saved character - the character screen, or the "new character"
> screen if no save. When presented with your character, you are prompted
> to play this, or load another save file. Or quit.
>
ToME works the same way, except that it doesn't have the quickstart
screens. So instead of pressing 'L' when the character screen comes up,
ToME goes from the variant selector directly to the save game selector.

> It is posible that this is from ToME, but you didn't specify *how* it is
> done there. SAngband's way seemed brilliant to me, and should (I guess)
> work just as well on other OS'. :)
>
As I said, ToME handles nearly in the same way as in Sangband.
The quickstart solutions is the main difference, which makes the
Sangband method better in light of the objections that some has posted.

> tormodh.

--
Christer Nyfalt

Reply to Anonymous
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