No idea what checkpoint based, means. Sounds like a fudge to me, so they can stick it.
Mike.
No idea what checkpoint based, means. Sounds like a fudge to me, so they can stick it.
Mike.
Yma O Hyd
Does that mean that you are not working on fixing bugs or that you are fixing them but haven't included that on the list?The list does not include ..... bug-fixes
IBM XT i386; 512Kb RAM; 5.25" FDD; 1.4Mb FDD; 5Mb HDD; VGA 256-colour graphics card; AdLib soundcard; DR DOS 6.0; Windows 3.0
They are fixing bugs, Bruce. As long as they are MP bugs of course
Mike.
Yma O Hyd
Still means you always have to play to certain points on a route though buddy.
Which is not always convenient.
Mike.
Yma O Hyd
Agree that as a user it's not convenient to have to reach a certain point in the game to be able to resume it later.
As a developer, I can see how they might see checkpoints as a compromise that can be quickly implemented.
And... that's assuming I'm reading what they meant by checkpoint correctly.
IBM XT i386; 512Kb RAM; 5.25" FDD; 1.4Mb FDD; 5Mb HDD; VGA 256-colour graphics card; AdLib soundcard; DR DOS 6.0; Windows 3.0
Fair points Eric, maybe they are incapable of an on the fly save system.
No i don't either Bruce, i like auto saves which you can set intervals for in the setup options.
Backed up with a manual save option, by the player.
Quite a few games i own use that system buddy.
Mike.
Yma O Hyd
Really depends how they base the checkpoints. If it's station calls then you might still be limited if the time between stations exceeds what you have available. They could be going down the Snowrunner route of having a time interval save but really in this day and age there is no excuse for any game claiming to be a simulator not offering an unrestrained save system.
Vern.
Yup needs to be player controlled really. I was just running in MP, with auto pilot. Seems to be a hell of a lot of the route, that is just trees and bushes etc at line side.
Mike.
Yma O Hyd