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#1

A Saving System

Archive: 11 posts


This is a must, i mean games need a saving system. The thing about LBP is that its a constant battle to please both the hardcore crowd and the casual crowd, and a saving system is a big part of that. I dont know about any of you, but i hate codes--even stickers. It just seems tedious having to unlock a bunch of things over again. I have a few good ideas for my RPG, but it would be a whole lot easier if MM made some sort of saving system.

And this could go beyond RPGs, we could implement a wealth of unlockables in fighters, shooters, racers--anything, all while maintaining that casual crowd. Making up a saving system, that could retain all the players progress takes way to much thermo and since MM isnt going to give us more, we need a better way to save. Then we will probably start seeing LBP2's full potential. Think about all the things we could do if we had traditional saving.

Strangely i have searched and no one suggested this, am i the only one having problems with saving?
2011-03-27 20:16:00

Author:
Rpg Maker
Posts: 877


yeah, i'm totally ignorant of most things in LBP2 (i aint got a PS3 yet) but this keeps popping into my head. surely MM could make it possible to make the checkpoints into save points too? you would want to be able to turn them off, of course, otherwise you'd end up with bucket loads of unwanted data stored on your HDDs

i imagine that the reason you haven't seen so many requests for this is because the majority of people make levels that are just meant to be finished and they don't contain stat increases for future chapters
2011-03-27 20:25:00

Author:
GribbleGrunger
Posts: 3910


I think the real problem that should be addressed isn't necessarily saving but passing data between two linked levels. Since the thermo would limit most people from creating a level complex enough to warrant any real saving system, most of the complex stages would require linking levels where all logic held data is lost.2011-03-28 05:47:00

Author:
Inferno
Posts: 58


I have yet to see a level I could not finish in 10 minutes. I also have yet to see a level that has any actual information to save in the first place. Bottom line is any progress you lose can be made up within minutes and going through all the trouble of storing information about every level you don't finish would greatly out weigh what you would gain from such a system.2011-03-28 05:55:00

Author:
Littlebigdude805
Posts: 1924


I have yet to see a level I could not finish in 10 minutes. I also have yet to see a level that has any actual information to save in the first place. Bottom line is any progress you lose can be made up within minutes and going through all the trouble of storing information about every level you don't finish would greatly out weigh what you would gain from such a system.

There may not be those kinds of stages yet, but like me, alot of people are beginning to build longer stages. And saving is a big issue for those creators.


I think the real problem that should be addressed isn't necessarily saving but passing data between two linked levels. Since the thermo would limit most people from creating a level complex enough to warrant any real saving system, most of the complex stages would require linking levels where all logic held data is lost.

I actually wouldn't mind this, but that kinda ties into what im asking for. Making a gaming series is basically a bunch of linked levels, the problem is making any form of upgrading systems in rpgs like mine or action games like metriod and i even seen an Elder scrolls project somewhere, becomes really difficult to do and could really take out a fun factor in the game if its omitted.
2011-03-28 16:30:00

Author:
Rpg Maker
Posts: 877


I actually wouldn't mind this, but that kinda ties into what im asking for. Making a gaming series is basically a bunch of linked levels, the problem is making any form of upgrading systems in rpgs like mine or action games like metriod and i even seen an Elder scrolls project somewhere, becomes really difficult to do and could really take out a fun factor in the game if its omitted.
True, I really hate having to sacrifice my score system to transfer data.
Xyphas, are you using the binary system for Chrono Break?
2011-03-28 16:40:00

Author:
Flamento
Posts: 352


Strangely i have searched and no one suggested this, am i the only one having problems with saving?

There were at least two threads about this, such as here (https://lbpcentral.lbp-hub.com/index.php?t=34623-Profile-saved-variables-and-why-LBP2-needs-them.-Updated), and here (https://lbpcentral.lbp-hub.com/index.php?t=28362-quot-Cookie-quot-Switch).
2011-03-28 17:52:00

Author:
Aya042
Posts: 2870


True, I really hate having to sacrifice my score system to transfer data.
Xyphas, are you using the binary system for Chrono Break?

Like codes for saving? Probably not. When you play the small beta, you will see why. There are way too many variables and not enough thermostat. I think i have a solution, but ill see what everyone thinks about it in the beta.


There were at least two threads about this, such as here (https://lbpcentral.lbp-hub.com/index.php?t=34623-Profile-saved-variables-and-why-LBP2-needs-them.-Updated), and here (https://lbpcentral.lbp-hub.com/index.php?t=28362-quot-Cookie-quot-Switch).

Ahhh no wonder i didnt find them, still kinda new to LBP, i never even heard of a cookie switch. It would still be a problem though seeing as i would still have to use advanced logic for saving. Im just saying it would be easier if MM found a way for players to save data for games. Sorta like profile saved variables, but if it uses logic, theres still nothing to gain as i would still have to omit aspects just to fit the logic in.

We need a system that doesnt mess around with logic or thermo space and that can keep the causal players playing without being confused or turned off, but perhaps its unrealistic to assume MM would do something like that...
2011-03-28 18:11:00

Author:
Rpg Maker
Posts: 877


Ok, Aya hasn't locked the thread so I guess we can keep using this one. Just wanted to say that introducing this system into the game would be huge. Like, Controlinator huge. This is the holy grail of all creators in LBP. Not really expecting it till LBP 3 or a very late DLC.2011-03-28 18:24:00

Author:
Flamento
Posts: 352


I kind of like the password progress system. You know, at the end of every stage you recieve a password so that you can type in that password later and start at the point that the password is set for.2011-04-07 04:37:00

Author:
LBP2_Tutorialist
Posts: 225


Well begist issue here is storage and how to implemented, i really see that being implemented with native trans level data transfer support, since both ideas are quite similar.

I said this many times, i see this system(s) to be implemented as tweak for all stateful gadgets (Selector, counter, timer, toggle) that work in similar way as label. Once level is reloaded or sub-level being loaded the gadgets with same labels are in the same states as last time. Both trans-level and data saving can be build on that and imo is bast idea and its quite seamless, since for example timer that was set to remember its sate will continue running once level is reloaded without any ferther actions.

Ofcorse players should have ability reset saved states and restart the level from 0. It would be also cool if states would be stored on server (aka on cloud) along with hi-score , but i'm not sure if MM can effort that

Complete game state saving would would not bad either, but system above gives more freedom and allows to do more stuff the just storing level progression, not to menation freedom to save for users could conclude in cheating
2011-04-07 04:55:00

Author:
Shadowriver
Posts: 3991


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