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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Lonestead 9. nov. 2019 kl. 3.59 
Not implemented yet
Spartak 9. nov. 2019 kl. 4.27 
Not possible yet but one of the priorities on the roadmap: https://trello.com/b/A1XJ1DBi/roadmap-a-year-of-rain
Catbeard Beardcat 9. nov. 2019 kl. 4.28 
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 9. nov. 2019 kl. 4.57 
and this is early access...
LionSaurus 10. nov. 2019 kl. 3.32 
This should be a high priority. Honestly shouldn't have been released without it. Hurry up and add it.
Segoaban_Daedalic 10. nov. 2019 kl. 20.14 
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 11. nov. 2019 kl. 5.44 
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 29. nov. 2019 kl. 9.29 
What is the progress on the saving function please?
xaxazak 4. des. 2019 kl. 4.31 
Opprinnelig skrevet av 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 4. des. 2019 kl. 6.01 
Opprinnelig skrevet av 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.
Sist redigert av Wrzlprnft; 4. des. 2019 kl. 6.01
xaxazak 4. des. 2019 kl. 19.38 
Opprinnelig skrevet av Wrzlprnft:
Opprinnelig skrevet av 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?
Sist redigert av xaxazak; 4. des. 2019 kl. 19.39
ocnuybear 15. des. 2019 kl. 5.35 
What is the progress on the saving function please?
OLLI_S 27. des. 2019 kl. 16.33 
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 27. des. 2019 kl. 19.10 
Maybe on holiday?
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