jellewie/Unity-Gnorts

Save and load function

jellewie opened this issue · 5 comments

Still TODO:

  • Save the terrain
  • Sae the Graph
  • Change messages to be displayed to the player
  • Add pop-up window confirm if the user is saving over a different save, or deleting one. or loading a save
  • Add loading screen? big saves already 'lag' the game

Maybe TODO:

  • Add the camera position to be saved too?
  • Maybe add an icon (screenshot) to each save?
  • Maybe zip the project or something, to make saves smaller?
  • Maybe add folder support, so saves can be organized?
  • Maybe compile the save code, so objects are not saved by name but as a byte?

Include things like world settings in the save file,

  • Save format (So we know if the save is capable to load)
  • is campaign map X (So we would be able to flag campaigns to be done)
  • Save date?
  • A way to save terrain (This waits on #54 )
  • OwnerID (for if multiplayer ever comes...)

TODO:

  • Show message to player
    Debug.LogWarning("SaveLoad:LoadFromSring - No data has been given");
    Debug.LogWarning("SaveLoad:LoadFromSring - Saved File is out of date");
    Debug.LogWarning("SaveLoad:LoadFromString - Not enough data to build object at line " + (B + 1) + " I'm Skipping it...");

  • Change UserInput.OwnerID with the one out of the loadgame
    Debug.Log("OwnerID of the loaded game = " + SplitBlockData[1]);

  • Save terrain

  • Save Graph

  • save / load menu

  • 'open saves folder in windows' option

Save menu:

[SaveName] Name of save
[Save] this will save the current game as SaveName
[Load] this will load SaveName (If given)
[Delete] this will delete SaveName (If given)

[List] this is a list with all found saves

Do we need to store the camera position?

We could also take a screenshot while saving, and use that as a thumbnail?