Opening a Door and Save files

2005-05-11

Opening a Door and Save files

Permalink 14:01:54, Categories: General  

I'm thinking about adding a nice new quest to celtest. Basically I would add a door entity to the world which is initially closed. If you approach the door you would get a message saying something along the lines of 'You need to find a key to open this door'. Then you have to go to another room, pick up a key and with that key you can open the door. I still have to do a bit of work before I can make such a quest but I'm not that far from this goal now. Basically the sequence stuff needs to work and I also have to work on a trigger for the inventory system.


Some time ago I came to an important realization. The persistence system in CEL is *almost* general enough so that you can do the following:

  • Play pure CEL game A
  • Save the game to 'savefile'. Then exit.
  • Play pure CEL game B
  • Load the previously saved game from game A.
  • Bingo: game B becomes game A.


Not much is needed before this can work. It requires that game A and game B are pure CEL games. This means that they should have a behaviour layer that is a plugin (for example, the python behaviour layer or a custom one that is build as a plugin) and it requires that I add a little extension to the persistence system so that the SCF ID of the behaviour layer is saved too. That would allow us to dynamically load the behaviour layer plugin when the savefile is loaded.


Once this is done you would basically be able to run (for example) the CEL boulderdash game and then load a save file from Crystal Core in that. This is fun stuff :-)

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