Newsgroups: comp.ai.games
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From: Pitbull <schaefer@malaga.math.uni-augsburg.de>
Subject: Re: Save Game, Record All Objects
Message-ID: <DLxusA.F9K@Yuri.CC.Uni-Augsburg.DE>
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Organization: Computer Center, University of Augsburg, Germany
References: <4e9b4c$2s5@news-e1a.megaweb.com> <91d_9601280231@gallery.ruhr.de>
Date: Mon, 29 Jan 1996 10:36:08 GMT
Lines: 33

> Hello !
> I just read the following when browsing through some pages:
> 
> > I am writing a game that is made up of areas instead of levels, and
> > you can revisit any area you've been to any time you want. This causes
> > a problem with many areas and many things in each area that a saved
> > game file would have to remember, leading to large save game files and
> > slow access time. How could I do something to minimize this. I would
> 

There are two tricks you can use:
A) Use a separate file for each area.
   Every time the player moves out of the area, update the savegame
   for the area moved out, and load the area moved in.
   This spreads disk accesses and decreases data transfer.
   It is, however, tricky to handle for more than one savegame.

B) Save only the items that have been removed or placed elsewhere.
   This is useful if most of the stuff stays untouched.
   Even if this is not the case, it leaves a better impression
   when the player starts playing.

Question: Are you using a buffered write method ?

Peter

> --
> |Fidonet:  Michael Nachtigaeller 2:2444/1650.3
> |Internet: mnachtigaeller@gallery.ruhr.de
> |
> | Standard disclaimer: The views of this user are strictly his own.
> 

