INCISION

INCISION

Feel like it really needs a save or a checkpoint system
I'm sure it's a bit daunting to program for a new developer but I think the game would really benefit from it. I like playing my games on a hard difficulty and just trying and retrying until I can get through some of the tougher sections. In the demo, I ran into a situation maybe about 20 minutes in where I had exhausted all the 1ups, after which I died. Getting sent back to the start of the map at that point was pretty disappointing and frankly just made me not want to bother finishing the demo, at least in this sitting. I think by not including some sort of save or checkpoint you kind of lose that "one more try" motivation that let's you push through more difficult areas.

I'd probably look into the costs and benefits of implementing a save system and asking for advice from someone who would know how to make one if you can't figure it out yourself. There's probably a reason all the great classic shooters like Blood and Quake had saves.
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SmoothBrainDev / INCISION  [developer] Aug 7, 2022 @ 5:37am 
This is something I'm still wanting to fix one way or another, but saving at this moment would require reworking so much of the game's core that I simply don't have the time or knowledge to do it properly. It does annoy me that I have to make smaller maps or just keep fights easier to avoid making maps too frustrating. Alternatives I've thought to balance the issue:

- Healing/overhealing player by killing enemies that are close to you Doom Eternal style.

- Rewarding players with 1ups for being aggressive.

- Giving players one chance to survive the final death by killing an enemy within a short time window, last stand style.

During Early Access I will look into making at least a simple checkpoint system or one of those mechanics, but I won't promise anything yet.
Originally posted by SmoothBrainDev:
This is something I'm still wanting to fix one way or another, but saving at this moment would require reworking so much of the game's core that I simply don't have the time or knowledge to do it properly. It does annoy me that I have to make smaller maps or just keep fights easier to avoid making maps too frustrating. Alternatives I've thought to balance the issue:

- Healing/overhealing player by killing enemies that are close to you Doom Eternal style.

- Rewarding players with 1ups for being aggressive.

- Giving players one chance to survive the final death by killing an enemy within a short time window, last stand style.

During Early Access I will look into making at least a simple checkpoint system or one of those mechanics, but I won't promise anything yet.
How hard would it be to just teleport the player back to the last tumor he cut before final death and reset the enemies and items in the level? Maybe a little jank but it at least resembles how checkpoints work.

Anyway I'm glad you're considering the problem and getting creative with workarounds, personally I like the last stand idea the best. My other first impressions of your game were all pretty good and I hope it turns out well.
SmoothBrainDev / INCISION  [developer] Aug 9, 2022 @ 1:09am 
It would be very hard and time consuming because it would also require going through and reworking each and everything that's scripted in one way or another. Doors, breakables, music, unique level-specific scripts like the collapsing building etc.

Still doable. But right now? No. During EA hopefully I can find a good solution for this.
Hobo Cat Aug 20, 2022 @ 10:53am 
I recommend this for a easy way to save stuff in unity:
https://github.com/AlexMeesters/Component-Save-System
SmoothBrainDev / INCISION  [developer] Sep 1, 2022 @ 3:47am 
Originally posted by Hobo Cat:
I recommend this for a easy way to save stuff in unity:
https://github.com/AlexMeesters/Component-Save-System
I'll look into it. Saving is much more complicated and varies greatly per game, so an addon doesn't help that much. I already have Easy Save 2 for saving basic stuff like options, player's weapons and ammo between levels etc.
Delta_Assault Sep 13, 2022 @ 2:51am 
It’s definitely needed. The game’s description on steam says “All old-school FPS action.”

Well guess what old-school FPSs had? Quicksaves.
SmoothBrainDev / INCISION  [developer] Sep 13, 2022 @ 11:20pm 
^ I'm doing my best with what skills I have.
lucadp89 Sep 16, 2022 @ 8:29am 
+1 for quicksave
soso Sep 16, 2022 @ 8:45am 
2
I like the lives system personally. I can't help but abuse quicksaves when they're in a game. I think the lives system and lack of quicksaving makes you more cautious about ammo and getting into fights.

Though a checkpoint system would be a good idea.
>-FISH-D Sep 16, 2022 @ 8:57am 
2
Don't bend the knee dev. Keep the lives system in place like you originally envisioned.

For the past 30 years I've been save scumming FPS games. ALL of them starting with the original Doom. It's amazing to actually see an FPS use a life based system similar to an old ARCADE game. It's fresh, challenging, unique and forces the player to actually learn and improve *gasp*. You are developing a much more satisfying game leaving this system in place.

(Different ways to earn 1ups as you previously mentioned is the way to go.)

Also, if you do decide to implement a checkpoint system please only implement it on the easiest difficulties.
Last edited by >-FISH-D; Sep 16, 2022 @ 9:22am
muu suu nuu Sep 16, 2022 @ 11:43am 
Originally posted by -Fish-:
Don't bend the knee dev. Keep the lives system in place like you originally envisioned.

For the past 30 years I've been save scumming FPS games. ALL of them starting with the original Doom. It's amazing to actually see an FPS use a life based system similar to an old ARCADE game. It's fresh, challenging, unique and forces the player to actually learn and improve *gasp*. You are developing a much more satisfying game leaving this system in place.

(Different ways to earn 1ups as you previously mentioned is the way to go.)

Also, if you do decide to implement a checkpoint system please only implement it on the easiest difficulties.

This. Don't succumb to carebear whining.
First I felt like saving would be the better option, but lives might work as well.
It adds to the intensity of the game, when you never feel 100% safe when you can´t save at any point.
If the levels are mega-long it can get tiring tho. But if you can find enough 1UPs it might work :>
Ting Sep 16, 2022 @ 7:18pm 
I'd like to offer that I don't feel the game actually *needs* this; I think the game is reasonably gracious with 1-ups.

That being said, there are other ways to deal with the underlying problem (the game is hard lol). Things like just buffing damage a little bit, or nerfing certain damage. It might be best to start small before introducing a large quick-save system or what-have-you, because maybe that is all you need!
Dixie Flatline Sep 16, 2022 @ 7:28pm 
The only reason I'd like to be able to save is secret-hunting that gets me killed jumping to stupid places I think there's goodies.
Navarro Sep 16, 2022 @ 7:40pm 
I think with save system you will be totally safe, comeon guys! dont you like the rewarding feeling when find a 1up? dont you like the tension and the pain to known if you dont play well you will not beat the game? i think its the purest feeling in a video game. getting good accept the challenge and beat the game for a rewarding feeling. Sorry for my english.
Last edited by Navarro; Sep 17, 2022 @ 4:15pm
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