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| Save Points |
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Forum Index - Events - SMW Central Production 2 - Save Points |
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Which save route should we take?
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| Posted on 2011-03-18 03:18:45 PM |
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We never did confirm this, so I'd like to now. Three options were proposed, and I would like to get this discussed and settled.
Autosave: All status saves after each level.
Hub: Similar to Cranky's Cabin in DKC, you can go here in each world and pay a small fee to save.
Original Save Points: Should be self-explanatory. They appear after a castle/ghost house/switch palace/fortress.
Thanks.
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| Last edited on 2011-03-18 03:33:06 PM by S.N.N.. |
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| Posted on 2011-03-18 03:21:59 PM |
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We could also make it that you need to pay a small fee for saving in the hub =3
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| Posted on 2011-03-18 03:23:10 PM |
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Autosave after each level. Seems like the best solution for a collab hack.
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| Posted on 2011-03-18 03:24:09 PM |
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People, use the poll. That's what it's there for.
...Autosave.
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| Posted on 2011-03-18 03:25:37 PM |
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People might as well reason their choice, though.
Autosave.
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| Posted on 2011-03-18 03:25:42 PM |
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I'm pretty sure we're still having lives right? In which case, only the third option would make lives have any worth at all. Otherwise, we might as well just throw them away, considering they mean very little other than maybe resetting a midway point.
Otherwise, the second option seems the best, to allow the player to save at any time they want, even if they haven't beaten a level. It certainly allows for more freedom, since we'll have a lot of collectibles outside of just 100% level completion. So if somebody wanted to get a few SMWC coins that they missed in a level, they wouldn't have to necessarily beat a new level save point. At least, that's how I think they work, I've been pretty rusty with catching up on the minor details.
The whole fee idea that Sind brought up seems cool too. It would still make lives and coins have some sort of worth when you have to do work in order to use a save point.
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| Posted on 2011-03-18 03:37:53 PM |
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Originally posted by Buster BeetleOtherwise, the second option seems the best, to allow the player to save at any time they want, even if they haven't beaten a level. It certainly allows for more freedom, since we'll have a lot of collectibles outside of just 100% level completion. So if somebody wanted to get a few SMWC coins that they missed in a level, they wouldn't have to necessarily beat a new level save point. At least, that's how I think they work, I've been pretty rusty with catching up on the minor details.
You took the words right out of my mouth.
Hub saves are the way to go.
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| Last edited on 2011-03-18 03:38:28 PM by Yoshi Master. |
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| Posted on 2011-03-18 03:50:33 PM |
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Autosave. I've always found it irritating that the player has to be punished by being sent back to the beginning of the last save point if they lose all their lives. I think the consequence for being sent back to the start of a level or last midpoint is fine enough. Yeah, that renders the whole life system pretty useless, but I still see Autosave as the best option.
Plus, it allows players to easily pick up and play the hack and take a break at their leisure. They shouldn't have to wait until reaching the one level which has a save point in order take a breather. Yeah, there are savestates, but if you want this to feel like a "real" Mario game, I'd say go with this option.
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| Posted on 2011-03-18 03:51:46 PM |
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I prefer the original method since it doesn't force you to save when you don't want to and it doesn't cost anything to save (paying to save is a 100% garbage mechanic)
EDIT: Also since you guys decided to keep lives for some inane reason this would give them a point.
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| Last edited on 2011-03-18 03:53:50 PM by Tatrion. |
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| Posted on 2011-03-18 03:55:47 PM |
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Going for the save hub method. It allows the player to save at his leisure, but it's still going to sting for players who aren't up to snuff for the difficulty of the game. I don't really see how it'll invalidate the lives system considering it's not free...unless, of course, that fee is something very small and trivial.
Originally posted by TatrionAlso since you guys decided to keep lives for some inane reason this would give them a point.
This seems a little harsh. "Inane?" Just because you think lives are pointless doesn't mean they are. It's simply a matter of opinion and different yet equal philosophies.
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| Last edited on 2011-03-18 04:38:27 PM by Mineyl. |
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| Posted on 2011-03-18 04:00:33 PM |
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I chose the autosave/post-level save.
Some people, like myself, have a nasty habit of thinking "I'll save later." Sometimes, when "later" rolls around, usually after a tough level or other such potentially mentally grating activity, the "I'll save" part never comes into play, and in one silly accident of pressing esc up enter before remembering to go back and hitting a save point, you've lost a nice chunk of progress. Bonus careless points for managing to forget to save long enough for a game over to happen.
As far as I know, in order to get the SMWC coins, you will have to get all of them in addition to beating the level for them to count anyway, so that leaves... what, exactly, that is important enough to need to save between level beats? Coins? Hardly seems worth having to make a trek on the map to a save point, to me (though they would be in every world, it's a fairly short trek I should hope).
I'm sure carelessness like I mentioned, however, will not be an issue for, well, almost anyone, though it still leaves that possibility. I suppose save prompts after each level leaves it open, too, but someone has to be really careless in order to press down to decline a save and then forget to save their progress.
Also, I agree with the pay-2-save mechanic being a generally bad idea.
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| Posted on 2011-03-18 04:06:34 PM |
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I'll go with hub for the same reason(s) as Mineyl.
Autosave/After every level - I don't know if it's me, but whenever I go back to beat a non-stronghold level again in hacks that have save prompts, I can't get them to trigger again. However, this one seems to be the safest bet, konwing some authors, but this isn't my personal choice.
Original Save Points - Knowing some designers, they'll make saving through that level much more troublesome than it's worth.
However, if there was a way to bring up the save point anytime you want by just pressing a button on the OW, then go for that.
QuoteHub: Similar to Cranky's Cabin in DKC, you can go here in each world and pay a small fee to save.
Candy, you mean.
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| Posted on 2011-03-18 04:11:58 PM |
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Originally posted by MrDeePayAutosave/After every level - I don't know if it's me, but whenever I go back to beat a non-stronghold level again in hacks that have save prompts, I can't get them to trigger again. However, this one seems to be the safest bet, konwing some authors, but this isn't my personal choice.
We could change the system to save after each level, regardless of being beaten already or just recently.
But the "press button on OW" idea seems even better. Let's have the Start button trigger a "save game" dialog.
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| Posted on 2011-03-18 04:32:35 PM |
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Going for the Save Hub idea. Though coins and lives may seem useless to some, it would still give them some more worth if you could actually use them for something.
Perhaps certain things can be incorporated into the save hub, like a shop that introduces new items for purchase with each passing world?
I never really liked the idea of "Autosave". For the most part, I feel it would be over-accommodation for a small group of gamers. Now, if someone forgets to save, that certainly isn't the fault of the game designer, is it? It's convenient in some games, but for an SMW hack? Not so much. In fact, some might even view it as a pest (Like if someone was crazy enough to Let's Play this hack, and they wanted to re-record.) Of course, should we accommodate for this?
We can also do so much more with the HUB, than we could with the SMW Save system of after every Fort/Castle/GhostHouse/etc.
Since collectibles play a larger role, we can even have things such as hints where to find things, what you got or what you need, and the like. Of course, there's no need to incorporate this, as we could just have the simple save hub without any fancy add-ons.
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| Posted on 2011-03-18 04:34:27 PM |
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Huh? i didn't know the site was able to have polls...now if only that could be for the public.
anyways, the save hub thing sounds nice.
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| Posted on 2011-03-18 04:39:45 PM |
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Honestly, I'd rather see the original save method, but since almost no one is voting for that, I voted for the "save hub" in each world.
Unfortunately, that and "autosave after each level" are the exact same! Either way, people will be able to save whenever they want, after every single level. In this end, this really DOES render lives moot. And that said, I can easily see the lives discussion sparking again.
Also, why is "losing progress since last save" a bad punishment? Punishments for game over should be HARSH, not Death is a Slap on the Wrist. :/
Now. If we do go with "autosave after each level", then I propose a reworking of the lives system. Perhaps we could reset the lives to 5 after you beat a level, but you can buy extra lives for use in ONE level at a time? That is to say, you could go to a shop and buy, say, 10 1-up Mushrooms. This would give you 15 lives for the next level you enter, and that would be all you could get until you won or got a game over. To keep people from just going back and buying more 1-ups, perhaps we could force them to STAY in that level until they beat it or lost all their lives. Yes, that seems a little harsh, especially if you worry about levels that are insanely tough, but WHY worry about those levels? I thought we were pushing to keep those levels out. If this is true, then they are not an issue at all!
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| Posted on 2011-03-18 04:59:34 PM |
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Holy hell, Matt just had an amazing idea.
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| Posted on 2011-03-18 05:06:02 PM |
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That actually IS an awesome idea. It'll give lives a point, and it'll allow the player to save whenever they want (using either the autosave or the hub, though the hub most likely).
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| Posted on 2011-03-18 05:13:29 PM |
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I voted for auto-saving at the end of every level.
Let's be realistic, who even uses savepoints anymore? Since the existance of emulators players abuse savestates and rewinds all the time, some people abuse them to the point of rewinding every time they die. Even I am guilty of state saving, I do it before entring every level so I can have infinite lifes, and I've herd from people who do this as well, doing that and having an automatic savepoint at the end of every level is pretty much the same.
If we use a save hub, I'm pretty sure a lot of people would ignore it, at least save states users would, so using that is kind of pointless.
About the classic saving method...well, it doesn't sound bad, but it only has two votes so meh....
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| Posted on 2011-03-18 05:20:37 PM |
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I think the "save hub" is a good idea!!
Why don't use Toadsworth in mushroom house!!
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Forum Index - Events - SMW Central Production 2 - Save Points |
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