During the last couple of days Jay nudged me about adding a save game feature to HX so I spent some time this morning evaluating how to technically do this. As soon as I came up with a solution I couldn't help the feeling that as soon as i would add this feature i would fall back to Deus Ex singleplayer behaviour and the back of my head would be nudging me about reloading the game if something didn't work out as I wanted it to be. But one of the things I really enjoy in playing HX is that you are freed of that burden. Things are permanent. Period.
As the main reason for a save system was to be able to continue the game at some later point it became apparent that a resume system instead of a save and reload system would be a compromise. First idea was to make it map based so you would resume at the beginning of the current map, but it just felt like this would be some indirect save and reload system again, and my head would still nudging me. One further step back would be to make it mission based, so you would resume at the beginning of the current mission, but that didn't turned out to feel different, but I got a great idea what to do instead. So I made my descission:
HX will not have a save or resume feature. Period.
So without a resume feature it becomes even more important to make the start at a later mission as pleasant as possible. So lets recap what makes up the progress in Deus Ex:
The first two points are already accounted for as you can set additional Skillpoints, Augmentations and Augmentation Upgrades when starting a new game. Inventory is secondary, as you are well equiped after the first or second map.
So my idea which ultimatly lead to the descission to not have a save or resume feature was that one can randomize what happened in previous mission. So you would get a random collection of NanoKeys, while the easy to find would be granted with a fairly high chance and the hard to find NanoKeys with a lower. Also descission whether you fled through the window and let Paul be killed or if you killed Anna already would be at random. That sums up to beeing just a minor penalty to start at a later mission and makes it each time you start there a bit different and let you experience gameplay elements in Deus Ex which you might have missed if you do by fall back to the same patterns each time you play Deus Ex.
Recorded training mission with Jay. Setup was a dedicated server running on my machine where i joined and Jay connecting over internet from the other...
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htt ps:/ /builds.hx.hanfling.de /testing/
Here you go.
Has anyone verified and recorded this?
Yes, downloads are currently always found there, anouncements are atm done over my patreon page: Patreon.com or on dxhq discord.
I should some day post some status update for moddb, but short story the last years was sth. like: I kinda discontinued working on HX, but wanted to do coop later as part of another project, but gave out some private builds, and things kinda escalated from there slightly, so I started fixing up some bugs and I'm continuing development on it.
For the saving predicament, couldn't you just give us a list of stuff that happened that we can fill out whenever hosting a game?
Theoretically speaking, this requires the same data/graph as it would do randomly generate what happened, and I'm still somehwere at missiong 2 stuck or 3 stuck with random generation code.
The question would be how one could represent such a thing, maybe some graph description language and generate some ui or random code from there.
gibe
I know this is about Deus Ex but does anyone know ANYTHING about a Wheel of Time Co-op mod. I NEED one.
How much would it cost to get someone to finish this mod?
This is why I wish a universal basic income existed.
Because we're all forced to seek out money just to survive, few people can afford to spend their time on awesome creative works of passion like this.
that's up to you Patreon.com