Maps that do not end when the game does
Save/load turns a forty-minute map into a months-long one, and a leaderboard is how that becomes visible to everyone else.
5 min read
A custom map lasts one game. However good it is, everything is gone when the game ends - and if your RPG goes to level 2000, nobody reaches the end of it in a single sitting.
Save/load removes that ceiling. The map issues a short code for the player's state when the game ends; typing it back in next game resumes exactly there. The map's length stops being one session and becomes however long the player keeps coming back.
This used to need an external launcher - a separate program every player had to install, and when the launcher went away, so did everyone's progress. It does not any more. The save system runs inside the map.
The generator on SCRMaps asks which of your map's values to store, then writes the EPScript for that specific map. Level, money, equipment, clears - anything living in a death counter.
- Nothing for the player to install. The code is issued in game and typed back in game.
- Each map gets a leaderboard page here. A player submits their code and their run goes on a public board.
- You can run seasons. Change the code format and the old records retire, so everyone starts level again.
A leaderboard changes what the map is. The character someone was raising alone starts being measured against other people's, and from then on they come back for their own record. In our data it is the single biggest driver of return play.
Save/load is the worst feature to bolt on late. Start it after the values you need are scattered through the map and you will be reorganising all of them. Decide what gets saved before you build.
Set up a save/load system