Well, that should do it. :) Ha. I just had a week off so I can't take any more time off at the moment, but I'll try to download it from the Playstation Store online. I am EDT so it's 11:30am and I'll be at work.
Im lucky and my job lets you take your birthday as a paid “holiday” which just so happens to be a day from release so my boss didnt mind.
Yes, but the ability to do that isn't automatic.
Awesome! I’ll probably end up spending a good amount of time seeing the effects of jumping between levels with different variables before getting too deep into things.Yes, but the ability to do that isn't automatic.
I don't remember if you can make a level's state persist between level loads, but any form of progress that should persist between levels can be stored as persistent variables. So you can have variables for whether x item was obtained or y blockade in whatever level was destroyed and so on. There's no built in inventory system or concept of "items," so that stuff will have to be created manually using logic and variables.
Moving between levels isn't a problem at all since levels don't necessarily have to have a linear order and doors can be made to go in either direction. IIRC all games (and every dream with more than 1 scene for that matter) come with a built in level select. The results of playing levels out of order can be a bit weird though.
I wonder how they're handling this, do they have a system in place tied to PSN to stop further payments from processing after a certain number are bought? I mean since it isn't a beta sign up I assume if your order goes through then you're good to go and can install the client immediately. I assume we can dive in on the 16th and there isn't a future launch time also.
I assume they'll just announce a cut off date once they have idea of the rate the game is selling.I wonder how they're handling this, do they have a system in place tied to PSN to stop further payments from processing after a certain number are bought? I mean since it isn't a beta sign up I assume if your order goes through then you're good to go and can install the client immediately. I assume we can dive in on the 16th and there isn't a future launch time also.
The inventory/variables that you can pass from level to level are a finite size. Easiest to keep that low would be to use one bit per collectable/destroyable item to indicate "delete" then tag all the items with the unique bit code plus a "temp item" tag. On level load destroy all temp items that have the bit code set in inventory. Or something like that. But if you need to remember movable item (eg. roaming enemy) location the you need more space for the other attributes or just randomise again on re-entry.
Do we even know what the limit on the number of variables is? Has anyone at MM said? Obviously there has to be a limit, but there's nothing that seems to indicate that there is one, so it might be crazy high. Storing multiple flags in a single variable seems like a good idea though, just in case.
Not normal update for the UK though so they must be doing that manually-ish