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Yes, there is only a single save slot per created character. By default, the game is saved when:
This save behavior can be altered by mod authors with some properties in engine/misc.txt: save_onload | save_onexit | save_pos_onexit | save_oncutscene | save_onstash | save_anywhere | |
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Most likely I only did auto-save because adding UI for manual saving is more work. Possibly there was a shifting philosophy at the time? Diablo was one of the first games I can remember to only auto-save instead of manual-save. Easy to lose progress on older games where there's only manual save. In Flare maps mostly reset when you re-enter them, and our save files don't store live map states, so there's slightly less reason to support a "save anywhere" system. Instead we usually save when transitioning between maps so the player will respawn at the latest map entrance. Save-scumming is fine in a single player open source game though, we do want players to go in and mess with their plain-text save files. There is some element of "decisions matter" when saving is automatic, I happen to enjoy this but it's not strictly necessary for the engine. |
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Hello,
when trying version 1.14 from https://flarerpg.org/download/ ...
is it correct that a user can save and load only ONE single gameplay slot?
And that savegame is automatically overwritten on exit the game?
Or did I miss something? But I found no hint about using more savegane slots on the github repo or elsewhere ...
Has there ever been any considerations for more savegame slots?
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