this post was submitted on 07 Feb 2025
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[–] [email protected] 5 points 2 days ago (1 children)

Waaay too much trouble to compare the time-of-last-save with minimum-time-to-ask-save. 🙄

[–] [email protected] 4 points 2 days ago (1 children)

Or even just "Has the menu been closed since it was saved?"

[–] [email protected] 0 points 1 day ago (2 children)

That's harder to implement. Suddenly you need to store that extra state somewhere and don't mess it up. The last save should already have a timestamp and is immutable. A lot less likely to get bugs that way.

[–] [email protected] 1 points 1 day ago (1 children)

Literally a single boolean lol

[–] [email protected] 1 points 10 hours ago

It's the "don't mess it up" part that is harder.

[–] JustAnotherKay 1 points 1 day ago (1 children)

Do you not need to store that state to pause the game anyway? How else would you end the menu loop?

[–] [email protected] 1 points 10 hours ago (1 children)

The state "the game is paused" is different from " the game is paused and saved". Sure that could be another key in some atate machine but like above: it's the "not mess it up" part that is harder.

[–] JustAnotherKay 1 points 7 hours ago

I feel like I've seen a "Time since last save:" line on enough games to find it hard to believe that "paused and saved" is difficult to check for lol

These are variables that already exist in most games, it just needs one more line of code to check them