Steamworks: Steam Cloud

General discussion about the game.
Cirno

Re: Steamworks: Steam Cloud

Postby Cirno » Wed May 02, 2012 11:28 pm

chanman wrote:they could possibly even implement it as a save code like an old NES cartridge that determines the player's game progress and equipment.


OH GOD

OH NO

THE HORROR

THE HORROR
The Space Viking
Posts: 3
Joined: Tue May 01, 2012 2:43 am

Re: Steamworks: Steam Cloud

Postby The Space Viking » Thu May 03, 2012 3:39 am

Snake Plissken wrote:But its a roguelike game. There is no saving.


Why not? What does "roguelike" even mean?
Snake Plissken
Posts: 104
Joined: Fri Apr 20, 2012 5:58 pm

Re: Steamworks: Steam Cloud

Postby Snake Plissken » Thu May 03, 2012 3:49 am

The Space Viking wrote:
Snake Plissken wrote:But its a roguelike game. There is no saving.


Why not? What does "roguelike" even mean?


wikipedia
The roguelike is a sub-genre of role-playing video games, characterized by level randomization, permanent death, and turn-based movement. Most roguelikes feature ASCII graphics, with newer ones increasingly offering tile-based graphics. Games are typically dungeon crawls, with many monsters, items, and environmental features. Computer roguelikes usually employ the majority of the keyboard to facilitate interaction with items and the environment. The name of the genre comes from the 1980 game Rogue.

Traditionally they don't have saving because the games don't last that long. The permadeath keeps the games short in most cases. For example the demo that was playable a while back was 30 minutes and rarely did i ever make it to the end of the demo. My typical game only lasted around 15-25 minutes.
Dahn
Posts: 36
Joined: Fri Apr 20, 2012 4:22 pm

Re: Steamworks: Steam Cloud

Postby Dahn » Thu May 03, 2012 7:22 am

I never got to play the demo on OnLive (Damn interwebs ain't fast enough round here) but I have seen vids of people playing, as I'm sure that most of us have. There was a mad rush to get as far as possible before the time ran out.
I'm sure that is not how I'd like to play the game.
Why not have a "Save on exit" as well as save per jump?
Dungeons of Dreadmor is a Rogue-a-like and that has saves and autosaves. Sometimes you have to stop playing and will want to continue later. Or would you be pleased that you have gotten really far in the game, when there is a powercut, or you have to go out. Any kind of interruption really. After spending say an hour on your best run ever, would you be happy to quit the game knowing there was no save?

And that there is no save purely because this game is a rogue-a-like and that someone said that semantics are a good enough reason?

Personally, I'd like a save. When I'm having a good run, I'd like to carry on at a later time when I get interrupted.
It seems really daft to say no to saves for no good reason.
Just have a perma-death setting in the menu, or flat out delete the save on death.
Would this really be so bad?
Snake Plissken
Posts: 104
Joined: Fri Apr 20, 2012 5:58 pm

Re: Steamworks: Steam Cloud

Postby Snake Plissken » Thu May 03, 2012 7:47 am

Dahn wrote:I never got to play the demo on OnLive (Damn interwebs ain't fast enough round here) but I have seen vids of people playing, as I'm sure that most of us have. There was a mad rush to get as far as possible before the time ran out.
I'm sure that is not how I'd like to play the game.
Why not have a "Save on exit" as well as save per jump?
Dungeons of Dreadmor is a Rogue-a-like and that has saves and autosaves. Sometimes you have to stop playing and will want to continue later. Or would you be pleased that you have gotten really far in the game, when there is a powercut, or you have to go out. Any kind of interruption really. After spending say an hour on your best run ever, would you be happy to quit the game knowing there was no save?

And that there is no save purely because this game is a rogue-a-like and that someone said that semantics are a good enough reason?

Personally, I'd like a save. When I'm having a good run, I'd like to carry on at a later time when I get interrupted.
It seems really daft to say no to saves for no good reason.
Just have a perma-death setting in the menu, or flat out delete the save on death.
Would this really be so bad?


I think you may be on the wrong forums. So far everyone in this one has been FOR implementing saves. Especially if there is a chance that the game will last longer.
Gorlom
Posts: 519
Joined: Thu Apr 26, 2012 2:06 am

Re: Steamworks: Steam Cloud

Postby Gorlom » Thu May 03, 2012 7:56 am

Dahn wrote:I never got to play the demo on OnLive (Damn interwebs ain't fast enough round here) but I have seen vids of people playing, as I'm sure that most of us have. There was a mad rush to get as far as possible before the time ran out.
I'm sure that is not how I'd like to play the game.

I think the "time running out" is a demo thing. In the real game you are more likely to just die to random encounters.
Why not have a "Save on exit" as well as save per jump?
Dungeons of Dreadmor is a Rogue-a-like and that has saves and autosaves. Sometimes you have to stop playing and will want to continue later. Or would you be pleased that you have gotten really far in the game, when there is a powercut, or you have to go out. Any kind of interruption really. After spending say an hour on your best run ever, would you be happy to quit the game knowing there was no save?

And that there is no save purely because this game is a rogue-a-like and that someone said that semantics are a good enough reason?

Personally, I'd like a save. When I'm having a good run, I'd like to carry on at a later time when I get interrupted.
It seems really daft to say no to saves for no good reason.
Just have a perma-death setting in the menu, or flat out delete the save on death.
Would this really be so bad?

I don't think anyone is really against save&exit or autosaves. It's more about optional or unique saves that you can load multiple times that shouldn't exist in roguelikes as far as I understand?
Justin
Site Admin
Posts: 265
Joined: Thu Apr 19, 2012 9:52 am

Re: Steamworks: Steam Cloud

Postby Justin » Thu May 03, 2012 9:28 am

I have no idea how hard it is to implement Steam Cloud but here's my definitions of "save game":

- Global stats - What you've unlocked, your high scores, preferences, etc. - This could be on Steam Cloud in theory.
- Temporary Save - A save on exit that gets deleted as soon as you load it. - Possible if a single game is long enough to justify it.
- Normal Save Games - Save and load any point of a playthrough. - There's no way this will be in FTL.
If you're having hull problems, I feel bad for you son. I've got 99 problems but a breach ain't one.
dicesquirrel
Posts: 43
Joined: Sat Apr 21, 2012 5:20 pm

Re: Steamworks: Steam Cloud

Postby dicesquirrel » Thu May 03, 2012 2:43 pm

Save on Exit is pretty standard for roguelikes. Moria, Angband, DCSS, etc...

If you could save normally, you can "save scum" your way to victory.

+1
Dahn
Posts: 36
Joined: Fri Apr 20, 2012 4:22 pm

Re: Steamworks: Steam Cloud

Postby Dahn » Thu May 03, 2012 5:17 pm

Snake Plissken wrote:I think you may be on the wrong forums. So far everyone in this one has been FOR implementing saves. Especially if there is a chance that the game will last longer.

I was referring to the earlier post that was saying that Rogue-a-likes don't have saves.
I'm for saves, save on exit types, not ones that you can go back to over and over after getting killed.

That's the only save type I'd want, so I could continue later on if I had to stop.
Warbird
Posts: 223
Joined: Mon Apr 23, 2012 12:23 am

Re: Steamworks: Steam Cloud

Postby Warbird » Thu May 03, 2012 5:21 pm

dicesquirrel wrote:If you could save normally, you can "save scum" your way to victory.

+1



Now there's a term I haven't heard in some time. Although, it would be impractical as hell to do it on this game. Without Sensors, you have no way of knowing where the shops will be. Not like they'd do you any good early on due to lack of scrap.
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