Please consider locking resource tree index IDs (the 0,1,3,4, N series for rooms, sprites, objects, sounds etc).
I love the resource tree, but as it stands - You cannot utilize any of those IDs in save data IF you plan to make updates to a release, which is a very common thing with Steam's Early Access.
Example of issue:
You save last_room = room0... Release your game to early access, add some rooms for an update, now the saved value for last_room is pointing to say... room3 -- Save data is corrupt!
Workaround of issue:
You create your own mirrored enumerated resource system for anything that will be saved. This just feels very silly and cumbersome, with the resource tree being so close to being perfect.
If tree-indexes were frozen after creation (they do not collapse or expand from added / removed entries), this would make GM life and workflow so much less tedious regarding saves. Maintaining save-states between updates is already quite a nightmare without this tricky tree obstacle.
I'm thinking if the change to a "frozen tree" was made, and for some reason Yoyo needed to change the ordering or functioning of the tree after the fact - Worst case scenario, people relying on the tree indexes would send out a save wipe... But it doesnt seem like a feature that is likely to change for no reason.
Thanks for your time.
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