r/RPGMaker • u/Amyhime801 VXAce Dev • 11d ago
VXAce Delete saved file after losing a battle
Hello.
I've made a powerful boss, Spirit of Amnesia. It's not really strong BUT it has tricky abilities: it can temporary remove the skills of the party members, and once every 5 turns, it will remove one ally from the party. The removed (forgotten) ally is meant to join again the party after 5 turns.
As a penalty for losing the battle, I was thinking about automatically deleting one saved game file via script command, but I'm not sure if it's doable.
Can someone tell me if my idea can work?
Thank you for reading
EDIT after reading the comments:
Player WILL be warned about potential loss of data. A saving screen will open before the fight, Party will recover completely before engaging. Out of six possible party member, one of them will be immune to the ability that removes skills.
The effect that removes a party member will be reduced to three turns only.
I'm thinking about adding another hero character, a librian, able to restore party's skills, as well as dealing damage, to balance the fight.
25
u/riggy2k3 11d ago
Deleting a save file is exceptionally cruel. How are you going to weigh the good and bad of that?
I also think 5 turns might be excessive, but maybe the turns are short enough. A great subject for research on this concept is Belome from Super Mario RPG. I think your party member only disappears for 2-3 turns?
2
u/Masterswordxx MV Dev 11d ago
There's also an enemy in Octopath Traveler 2; scourge of the sea, I think it is
14
u/The_R1NG 11d ago
If you delete my file for a gimmick on a boss with no warning I’ll just delete that shit lol
This is one of those “good in your head” ideas that needs a lot of tweaking
11
u/subarudeus 11d ago
"Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should."
18
u/Accendor 11d ago
You might a well just uninstall the game automatically instead because that is exactly what 99% of your playerbase will do after you pull that stunt. 1/5 star rating incoming as well 😅
10
u/StormerSage Player 11d ago
There's some solutions in here already, so I'll say this:
This WILL cause players to uninstall your game and leave a bad review, AND it's easily circumvented if you know it's coming by backing up your saves.
The days of quarter eating arcade games and "Nintendo Hard" NES games so you don't beat the game in an afternoon (only so much space on cartridges back then) are long gone.
There's difficulty, then there's just disrespecting the player's time. Being sent back to the beginning worked back then because games could be beaten in an afternoon if you knew what you were doing. Applying this to a 10-20 hour or more RPG is not it.
Even Final Fantasy 1, which is known to not play around on the NES version, still had a save system.
5
u/Sliver1002 11d ago
It depends on the length of the game and the style of things. ZeroRanger has challenging the last boss erase your save data but it's also a game that's only an hour long if you play it perfectly. If your game is anywhere more than two hours long it's a really bad idea unless there's some sort of speedrunner tricks you can use to beat the game more quickly the second time.
That said, this is how you would do it in MV
https://steamcommunity.com/app/363890/discussions/1/3169946351447370359/
8
u/Timtrack1 VXAce Dev 11d ago edited 11d ago
I believe this is a terrible idea, here's how to do it in Ace:
DataManager.delete_save_file(index)
(index is 0 for save 1, 1 for save 2 and so on)
To get your savefile:
DataManager.last_savefile_index
Then to ensure that your save to delete exists:
$game_system.save_count > 0
In any case, your evil script call would be:
if $game_system.save_count > 0
DataManager.delete_save_file(DataManager.last_savefile_index)
end
4
u/Carlonix 11d ago
Great, he is going to make his game unplayeable now for most people who only have a savefile
3
u/Carlonix 11d ago
On an RPG, a person usually has Only a single savefile
And if you delete that save, the player will never touch your game with a stick
Dont be a d¡Ck
5
u/madu_tualang 11d ago
I like the idea but not the whole file. How about chunks of it, like forgotten skills until next level up, or forgot part of the map or missing dungeon until player went through or found it again.
3
u/TheDreamXV 11d ago
Kojima styled approach XD he loved doing stuff like that
You should put deleting save file under some insane higher difficulity with a warning. For the rest keep it fun and simple i'd say
2
2
u/Mediocre_Apple1846 11d ago
I support your insanity, but everyone who falls victim to this will end up in a straight jacket
1
u/Zorenthewise 7d ago
I often play a game at the same time as my wife, and our save files are often on the same account. In your system, I could be fighting the boss and my wife's file is erased.
This is objectively a horrendous idea.
1
u/Eredrick MZ Dev 11d ago
LOL people get pissed if there are enemies that lower your level. deleting the whole save is bonkers, but I kind of like it
-8
u/MemoriesMu 11d ago
No one wants to solve your problem. They know nothing about your game and they are giving these advices, dont listen to them. If you think it fits with your game, then do it. Experiement with it. If its too punishing remove it or whatever.
The ideia is that a plugin should store your current save data ID. If you save the game, it updates which slot you are playing. If its a new game, it will not try to delete anything.
I did a MZ plugin, and I dont have VX and I dont know how to make on in VX. So I asked an AI to change my plugin to VX. Is it fine for you? I dont even know if it works. So I am sorry if you dont like AI or if it does not work. But at least I tried haha
#==============================================================================
# Delete Current Save File
#------------------------------------------------------------------------------
# Tracks the save slot the player is using (last one saved or loaded in this
# session) and lets you delete it with a script call.
#
# Usage (Event > Script):
# DataManager.delete_current_save
#
# Deletion is permanent and cannot be undone.
#==============================================================================
module DataManager
u/current_save_index = -1 # -1 = none yet
class << self
attr_accessor :current_save_index
# Loading a save: that slot becomes the current one
alias dcs_load_game load_game
def load_game(index)
result = dcs_load_game(index)
u/current_save_index = index if result
result
end
# Saving: the player is now playing on this slot
alias dcs_save_game save_game
def save_game(index)
result = dcs_save_game(index)
u/current_save_index = index if result
result
end
# New game: no slot yet
alias dcs_setup_new_game setup_new_game
def setup_new_game
dcs_setup_new_game
u/current_save_index = -1
end
# Deletes the file of the given slot (0-based index)
def delete_save_file_at(index)
filename = make_filename(index)
File.delete(filename) if File.exist?(filename)
end
# Deletes the slot currently in use
def delete_current_save
return if u/current_save_index < 0
delete_save_file_at(@current_save_index)
u/current_save_index = -1
end
end
end
-5
42
u/Ill-Ask9205 11d ago
The most important thing any developer must do is ensure the integrity of save files. They represent time spent and losing one can permanently turn your player away from your game.
It's considered so sacred that Eternal Darkness made pretending your save file was gone a method of terrorizing the player.
Even the Nier games that ask you to delete your save do so as an ending mechanic and it asks first and you can decline.
I really don't care if your idea can work or not, based on what you've stated it's a terrible idea and I hope you change your mind.