Saving: Difference between revisions

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Saving
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The game has the capacity to save the [[player|player's]] progress, including current inventory, [[health]], and [[moodles]].  When transitioning between [[map]] segments, the unoccupied segments remain static: in the absence of the [[player]], no [[zombies]] nor [[NPCs]] will move, food will not rot further, and so on.
The game has the capacity to save the [[player|player's]] progress, including current inventory, [[health]], and [[moodles]].  When transitioning between [[map]] segments, the unoccupied segments remain static: in the absence of the [[player]], no [[zombies]] nor [[NPCs]] will move, food will not rot further, and so on.


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Progress cannot be manually saved.  The goal is to prevent players from optimizing their run-through by reloading before critical moments to "change history".
Progress cannot be manually saved.  The goal is to prevent players from optimizing their run-through by reloading before critical moments to "change history".
[[Category:Gameplay]]

Revision as of 20:50, 21 February 2012

The game has the capacity to save the player's progress, including current inventory, health, and moodles. When transitioning between map segments, the unoccupied segments remain static: in the absence of the player, no zombies nor NPC will move, food will not rot further, and so on.

Auto-Save

Every two seconds, the game saves its current state. The game also saves when closing the Java application.

Progress cannot be manually saved. The goal is to prevent players from optimizing their run-through by reloading before critical moments to "change history".