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The Save Chip

Archive: 10 posts


The Save Chip. A tool very useful for people who want to make levels that last a long time, as in more than one sitting. It'd also be useful for people who want to make levels where a choice in one level would affect the outcome in another level.
There would be three inputs and no outputs. The inputs would be Save, Load, and Erase.
Save Chips could show and hide, like normal microchips. However, the only things that could be put into the Save Chip would be Tags, Timers, Counters, and other stat-tracking things. Every save chip you put would have a Save ID. Every chip with the same ID would have the same exact contents, even the states of the chips. So if a tag turns on in one save chip, that tag turns on in every other save chip in the level.
Now, on to the inputs:
Save: Saves the chip in its current state. It would create a special little file in your PS3's hard drive, or maybe in the same directory as the one your saved objects and photos are in. There would be a limit to the amount of saved chips, of course. Maybe like 25 or 50, and it'd start overwriting old ones when that cap is reached. The file's name would be something like the user's ID followed by the save number. (That seems logical, right?)
Of course, you could always name your save IDs for less confusion, but that save ID would still be lurking in there.
Load: Loads a saved chip with the same ID as the chip it's loading from. For example, if a chip's ID is 859013-7 (user ID followed by save number!), it'd try loading a file with the same ID. Now, if the creator changes the chip in any way, that might cause a problem of files being outdated. So maybe it'd try reforming the file so it keeps as many old values as it can while adding all of the changes? I dunno.
If it can't find a save file, a little announcement would say something like "No saves found" or whatever.
Erase: Goes in and erases the save file of the same ID automatically. Simple as that. You can always get rid of the save manually, though.

The chip's design itself would be like this:
http://i56.tinypic.com/2d98xom_th.gif
A sorta bullet-shaped chip with a cute little picture of a safe as the icon! The three bottom inputs are Save, Load, and Erase, and the side input is for everything that's hooked up to the chip's contents.

So, what do you guys think of this?
2011-08-20 04:07:00

Author:
Unknown User


This would be great for really long RPG's mostly, but heck, I like the idea!
Also, you really put a lot of thought into this. I like the save ID idea.
2011-08-21 21:27:00

Author:
Tmjtk
Posts: 258


LPB really needs this. I'm in the middle of an RPG right now and I'm having to deal with "Well what if the player didn't reach that level?" Or "What if the player quit in the middle?" And things like that... Since Mm calls LBP2 a "Platform For Games" they SHOULD have included a save chip. But, as with all games, they make the things that you really need come later as DLC... So I'm hoping...2011-08-21 21:57:00

Author:
Speedynutty68
Posts: 1614


i like the idea. it would definitely help with levels that are RPG related. (E.g. a save file) This is MM grade stuff.2011-08-21 23:40:00

Author:
Unknown User


A lovely idea. Mm should have added this. I'm thinking about making a series soon, and these would be much easier for players to navigate through levels right now.

I'm a bit confused about the load input, though. Do you mean that if we saved a save chip that said "Giik-1" and then loaded an identical chip later on in the level, would it sense the saved chip in your popit/hard drive and then trigger whatever output in the level?
2011-08-23 17:19:00

Author:
Denim360
Posts: 482


Its been several discussions about this before and im sure if MM were going to do this, they already would have. Its a nice dream, but probably something they wont add until LBP3. Even then, there arent many RPGs/games in LBP2 that would even require such a system, so i doubt MM would be moved to create it any time soon.

Would be quite the addition if they added it though, so hopefully i am wrong.
2011-08-23 18:05:00

Author:
Rpg Maker
Posts: 877


...Wouldn't a sticker switch be a loose alternative? I think that triggering the save input on Giik's Save chip is basically just collecting a prize bubble with a sticker. And the load input would be placing that sticker on a sticker switch. And erasing is just deleting the sticker, right?2011-08-23 18:36:00

Author:
Denim360
Posts: 482


A lovely idea. Mm should have added this. I'm thinking about making a series soon, and these would be much easier for players to navigate through levels right now.

I'm a bit confused about the load input, though. Do you mean that if we saved a save chip that said "Giik-1" and then loaded an identical chip later on in the level, would it sense the saved chip in your popit/hard drive and then trigger whatever output in the level?
For every chip in the level with the same ID set, yeah. You wouldn't see the full ID when you're setting it; there'd be an option in the save chip properties where you could set the chip's number, so it'd only appear as chip 1, chip 2, etc. while the actual file name/properties would say "TheGiik-1" and "TheGiik-2" and so on and so forth.
I realized that my current (visual) chip design is flawed, since you'd need to have inputs to the chip contents themselves along with the Save/Load/Erase inputs, and since inputs connect to the left by default, it'd create a whole mess of inputs if you have a lot of chip contents.

...Wouldn't a sticker switch be a loose alternative? I think that triggering the save input on Giik's Save chip is basically just collecting a prize bubble with a sticker. And the load input would be placing that sticker on a sticker switch. And erasing is just deleting the sticker, right?
Yes, but only for very linear stuff that doesn't have much content, plus it's a bit of a hassle. Think if you had a level series where you could collect 20 diamonds or something. For sticker switches, that means you'd need 20 different stickers. Not only would that clog up your sticker section, but that'd also mean you'd need to put up to 20 stickers on something every time you load up the level. With save chips, you'd just have to jump on a button and it'd turn on the tags of diamonds you've collected to delete them. Much easier.
Another example: Say you have a metroidvania-style game that spans multiple levels, such as a center castle area with a desert to the left and a jungle to the right. Currently, you can only spawn at one point in a level, while it's pretty much essential in metroidvanias to be able to spawn in a room at two or more points. While save chips can't solve this issue directly, you could have them trigger a tag when you go to, say, the desert area. When you leave the desert back to the castle, you would still spawn at the same point, but you could use the activated "from-desert" tag to transport your sackperson to the point connecting the castle and the desert. While stickers can slightly solve this problem, it'd be freakishly annoying to have to answer "Where did you come from" every time you go to another area. Plus, you could cheat by putting a sticker to an entrance when you really came from another entrance.
Think of the possibilities, man!
2011-08-23 20:32:00

Author:
Unknown User


For the sake of establishing a nostalgic feel, I'd suggest using a Save Point instead. It could resemble power-ups in appearance, but as a twist it has a circuit board similar to Sackbots where you place your logic. To access the Save Point, you press Triangle while standing on or near it. When you access the level again, you have the options of Saving, Loading, and Erasing similar to what you outlined.2011-08-26 01:00:00

Author:
Brandon
Posts: 106


For the sake of establishing a nostalgic feel, I'd suggest using a Save Point instead. It could resemble power-ups in appearance, but as a twist it has a circuit board similar to Sackbots where you place your logic. To access the Save Point, you press Triangle while standing on or near it. When you access the level again, you have the options of Saving, Loading, and Erasing similar to what you outlined.
You could probably do that with the current save chip concept. Just build a stand with a controllinator that saves the game when you activate it! :3
You could put tags and selectors in the chip that would track which save point you save at.
2011-08-26 08:53:00

Author:
Unknown User


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