New Module - Trouble saving game
Posted: Fri Aug 03, 2018 4:52 pm
Hi guys,
I'm trying to make a new module and it has been a rough ride.
The ideia is to have a guild with many adventurers available and be able to choose one to do stuff, mostly dungeon exploring.
I've realized that most of the stuff on the engine assume just one main character so that was one of the biggest problems
The first BIG decision was to choose a base to start. I think I've regret it already but I've used TOME as a base thinking that it would be easier to remove stuff than to add it. It's a BIG thing to chew on but I've made some progress and now, I think I've done too much to turn back.
A bit off-topic but I (humbly) think that there should be some kind of base module to help newcomers with stuff like inventory management, character sheet, simple dungeons and stuff like that. Wasn't there an "example module" a few years back?
So far I can manage several adventurers, create(hire) new ones and send them to their deaths. I can manage their status like travelling or healing and have some simple goals on each mission.
So what's missing to have at least a simple playable start? Saving and loading. All my data is in the "game" object but I can't load it. I'm not sure if the problem is in the saving or loading part. I've been trying to examine the save file but with no luck. For example, in my instance of "game" I have a table "advList" with a list of available adventurers (with the object "Player"), where should I see it in the save file? Do I need to change the save process or the engine manages it?
Basically I'm having trouble debugging this process and can't find out where the problem is.
Thanks and sorry for the long post.
P.S. I wanted to have some sort of "strategic layer" where I managed the adventurers and the guild. I used a new "wilderness" zone showing my screen on the "on_load" event. I'm not very convinced that is is the best way but it works so far, was there a better alternative?
I'm trying to make a new module and it has been a rough ride.
The ideia is to have a guild with many adventurers available and be able to choose one to do stuff, mostly dungeon exploring.
I've realized that most of the stuff on the engine assume just one main character so that was one of the biggest problems
The first BIG decision was to choose a base to start. I think I've regret it already but I've used TOME as a base thinking that it would be easier to remove stuff than to add it. It's a BIG thing to chew on but I've made some progress and now, I think I've done too much to turn back.
A bit off-topic but I (humbly) think that there should be some kind of base module to help newcomers with stuff like inventory management, character sheet, simple dungeons and stuff like that. Wasn't there an "example module" a few years back?
So far I can manage several adventurers, create(hire) new ones and send them to their deaths. I can manage their status like travelling or healing and have some simple goals on each mission.
So what's missing to have at least a simple playable start? Saving and loading. All my data is in the "game" object but I can't load it. I'm not sure if the problem is in the saving or loading part. I've been trying to examine the save file but with no luck. For example, in my instance of "game" I have a table "advList" with a list of available adventurers (with the object "Player"), where should I see it in the save file? Do I need to change the save process or the engine manages it?
Basically I'm having trouble debugging this process and can't find out where the problem is.
Thanks and sorry for the long post.
P.S. I wanted to have some sort of "strategic layer" where I managed the adventurers and the guild. I used a new "wilderness" zone showing my screen on the "on_load" event. I'm not very convinced that is is the best way but it works so far, was there a better alternative?