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About Zipster

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  1. In this case, you'd only ever save one of these three for turn N (depending on the precise moment save is pressed during the turn): Turn = N, X = 10 Turn = N, X = 10, A = click on tile 20 Turn = N+1, X = 20 Note that X is either 10 or 20, and that the change is atomic. The fact that X appears to continually transform between 10 to 20 is just to provide visual feedback to the player, but isn't relevant to the logical game state. If you were making a chess game and a piece was moved from A1 to A3, you might see the piece move over A2 as part of its animation, but you'd never actually save that position. You could just as easily remove all animation, have pieces teleport instantaneously to their final position, and still have a functioning game. But that wouldn't be nearly as interesting or fun
  2. I find it helpful to think of a turn-based game from a functional perspective. You start with game state X, apply player input A using some game logic, and end up with game state Y. X is always known at any given time, but A is something you have to wait for. In other words: Y = gameLogic(X, A) If the player saves before providing any input, then all you have is X. In that case, just save X. If the player saves after providing A, then you have X and A. Save X and A, even if game logic is currently running. Once the game logic is complete and you have Y, then Y for turn N immediately becomes X for turn N+1. Rinse and repeat. Note that this applies generally to any transition between valid game states, not just "turns" (however they may be defined by your game). If you load a game that only has X, then just restore that game state and continue waiting for player input A. If you load a game with both X and A, then you restore the game state and apply input A as you would normally. As you can see, it doesn't matter when the player saves, because this process is invariant on how much time it takes to perform the game logic and produce Y. You always save X, and sometimes A if it's available.