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Re: Level Repeats? [Re: Uhrwerk] #396191
03/03/12 20:50
03/03/12 20:50
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
We could go on like this all day. But in the end if it works it works.


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Re: Level Repeats? [Re: FoxHound] #396195
03/03/12 21:54
03/03/12 21:54
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
That's true. but as we're talking about the ideas I got fun and Siwler can get inspiration. :-)


Always learn from history, to be sure you make the same mistakes again...
Re: Level Repeats? [Re: Uhrwerk] #396198
03/03/12 23:06
03/03/12 23:06
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Posts: 2,234
Wisconsin USA
Out of curiosity have you made a large game using this approach


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Re: Level Repeats? [Re: FoxHound] #396203
03/04/12 00:55
03/04/12 00:55
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
No. Some years ago I did a quick prototype with this with only three levels. I got inspired when System Shock 2 was released. They had this feature that you could use bulks to switch levels and whatever you did was saved. There were not many games at that time which allowed you to go back to some place you already visited before.


Always learn from history, to be sure you make the same mistakes again...
Re: Level Repeats? [Re: Uhrwerk] #396448
03/06/12 23:25
03/06/12 23:25
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
Back in the old days with c-script I would agree with this approach. With structs it would be simpler to make a struct to handle the info needed to be saved and then make one per level as needed.


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