[SUGGESTION] Save to Object

Discussion and feedback on Construct 2

Post » Tue Oct 29, 2013 11:41 am

I would like to request a feature "Save to Object" it would do like occlusion culling for the big world games, don't feeling to manage a big list of JSON strings.
B
97
S
35
G
29
Posts: 3,139
Reputation: 28,371

Post » Tue Oct 29, 2013 11:59 am

you mean saving array into objects ?
B
15
S
6
G
6
Posts: 512
Reputation: 5,555

Post » Tue Oct 29, 2013 8:47 pm

@Darklinki Yes, it's kind of this, a layout has more than 1,000 objects it would affect the performance, then we use Save to Object as enemies and life props, each zone by grid, Zone A it would load 20 enemies and some props, in total 50 objects instead of 1,000, if the players enters Zone B from Zone A, it destroys everything have been in Zone A and load objects with "Zone B" tag. It's like occlusion culling, I hope you understand.
B
97
S
35
G
29
Posts: 3,139
Reputation: 28,371

Post » Thu Oct 31, 2013 4:00 am

I would appreciate if someone likes this idea, it should not to complicate our life.
B
97
S
35
G
29
Posts: 3,139
Reputation: 28,371

Post » Fri Nov 01, 2013 9:26 am

Perjust haps I am not understanding. But could you not just set to invisible when out of view. Then make visible in view would that not speed things up as far as drawing time?
B
28
S
5
G
2
Posts: 76
Reputation: 3,085

Post » Fri Nov 01, 2013 6:26 pm

@Pennington Games Invisible objects don't change the performance, they need to be destroyed, if is back, they should to be loaded with saved data.
B
97
S
35
G
29
Posts: 3,139
Reputation: 28,371

Post » Sat Nov 02, 2013 5:49 am

@joannesalfa

Your idea is kind of like the original spelunky If I am correct:

In the original spelunky, every object outside an area ,bigger than the screen, around the player don't exist; they exists once more when the player come close enough. But in your case, it could be a fixed area like in pokmon Red/Blue/yellow (when you leave a town, people and events diseappear), also reminds me of megaman and other zelda (not for ennemies, but for key objects that sometimes would be difficult to get the track of).

If so, I second this, we could build bigger level that way without too much trouble, but we have to be aware of problems that come with it (in the original spelunky for exemple, a bullet that go outside the active area stop existing, when you go all-around the area, then comming back the other side, the bullet is back, and you are kind of dead if unlucky)

EDIT: But I am not sure if destroying/recreating is a good way to goAphrodite2013-11-02 06:01:45
Game design is all about decomposing the core of your game so it becomes simple instructions.
B
53
S
22
G
18
Posts: 2,122
Reputation: 17,123

Post » Sat Nov 02, 2013 8:06 am

@Aphrodite Did you mean about the frozen region?

http://spelunky.wikia.com/wiki/Frozen_Region


Yeah, it's kind of it, but if you played GTA, it has huge open world, it has a mechanic is called "Draw distance" when a player goes to reach the distance to load the new models and props, then destroy the other models and props which are out of distance. I think Save to Object would be an important feature for the open world. Based plugins by Rexrainbow's plugins such as Sprite Bank and Instance Bank.
B
97
S
35
G
29
Posts: 3,139
Reputation: 28,371

Post » Sat Nov 02, 2013 8:40 am

[QUOTE=Joannesalfa] Did you mean about the frozen region?

http://spelunky.wikia.com/wiki/Frozen_Region


Yeah, it's kind of it, but if you played GTA, it has huge open world, it has a mechanic is called "Draw distance" when a player goes to reach the distance to load the new models and props, then destroy the other models and props which are out of distance. I think Save to Object would be an important feature for the open world. Based plugins by Rexrainbow's plugins such as Sprite Bank and Instance Bank.[/QUOTE]

@Joannesalfa : yes, I meant that ^^
I also think that it could be awesome for an open world game, , but how much memory will it take? But a behaviour "Save datas" or a plugin Save datas of object could be in theory doable, just not sure how much time it could take to implement in C2, also when updating the game, could it has problems with the old vs new elements.
Game design is all about decomposing the core of your game so it becomes simple instructions.
B
53
S
22
G
18
Posts: 2,122
Reputation: 17,123

Post » Sat Nov 02, 2013 9:06 am

@Aphrodite

This is not normal "Save Data", it's more like storing objects in session I don't think it could cause the problem with old and new elements because we use session, however it depends on your game design, when quits the game, clear the data of session but mantain the whole game if you use normal "Save Data" with slot of player.
B
97
S
35
G
29
Posts: 3,139
Reputation: 28,371

Next

Return to Construct 2 General

Who is online

Users browsing this forum: No registered users and 5 guests