A Year Of Rain

A Year Of Rain

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Save games not possible?
Playing campaign right now and the Load/Save button is greyed out. Why?
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Showing 1-14 of 14 comments
Lonestead Nov 9, 2019 @ 3:59am 
Not implemented yet
Spartak Nov 9, 2019 @ 4:27am 
Not possible yet but one of the priorities on the roadmap: https://trello.com/b/A1XJ1DBi/roadmap-a-year-of-rain
Lol, come on, that's a basic function. After one fails in a mission, he's forced to play the whole mission right from the start. That's demotivating af.
Naib Nov 9, 2019 @ 4:57am 
and this is early access...
LionSaurus Nov 10, 2019 @ 3:32am 
This should be a high priority. Honestly shouldn't have been released without it. Hurry up and add it.
Segoaban_Daedalic Nov 10, 2019 @ 8:14pm 
We're working on delivering the "Save progress" feature as sonn as possible. On release, we won't have a manual save or autosave option unfortunately.

This does not affect which missions you unlocked. If you finished a campaign mission, the next one will be and stays unlocked.
Catbeard Beardcat Nov 11, 2019 @ 5:44am 
Thanks for the response. I know, if one finishes a mission, the progress will be safed. But what is during a mission? When one of my heroes dies in the last 3 minutes of a game, I have to restart the whole mission from the beginning which can take 30-60 minutes. Again.
ocnuybear Nov 29, 2019 @ 9:29am 
What is the progress on the saving function please?
xaxazak Dec 4, 2019 @ 4:31am 
Originally posted by Segoaban_Daedalic:
On release, we won't have a manual save or autosave option unfortunately.

Just wondering, is there anything that makes this harder than a basic serialization / deserialization problem.
Wrzlprnft Dec 4, 2019 @ 6:01am 
Originally posted by xaxazak:
Just wondering, is there anything that makes this harder than a basic serialization / deserialization problem.
my personal observations lead me to guess it was a mixture of unresolved design decisions (save locally, synchronizing, cloud save?) and the amount of changes that still were planned/bound to happen after the Early Access release itself, so the entire backwards compatability topic. i don't think there is an official statement.
Last edited by Wrzlprnft; Dec 4, 2019 @ 6:01am
xaxazak Dec 4, 2019 @ 7:38pm 
Originally posted by Wrzlprnft:
Originally posted by xaxazak:
Just wondering, is there anything that makes this harder than a basic serialization / deserialization problem.
my personal observations lead me to guess it was a mixture of unresolved design decisions (save locally, synchronizing, cloud save?) and the amount of changes that still were planned/bound to happen after the Early Access release itself, so the entire backwards compatability topic. i don't think there is an official statement.

You could do that piecewise - just get save to local file working first while initially ignoring the problem of updates breaking saves. Add optional synch / cloud stuff later.

I do wonder whether it's also related to reading and reproducing deterministically precise data from Unreal-engine entities - since they were earlier trying to use Unreal-engine pathing (not surprised at all that it wasn't capable) I guess that means that, at least back then, units were part of the UE state.

For multiplayer, does the game use local deterministic calculations or is it a server/client setup? or something else?
Last edited by xaxazak; Dec 4, 2019 @ 7:39pm
ocnuybear Dec 15, 2019 @ 5:35am 
What is the progress on the saving function please?
OLLI_S Dec 27, 2019 @ 4:33pm 
I am also interested to know when this feature will come...
Had to leave due to a urgent call so lost all progress in the map.
xaxazak Dec 27, 2019 @ 7:10pm 
Maybe on holiday?
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