
What Your Save System Forgets: Narrative State in Games
In CogCorp Crawler — a Unity dungeon crawler I'm building — the player descends through eight floors of a sentient bureaucratic building. On the first step into the board room on Floor 4, they see: "The chairs are arranged for a meeting. The calendar says March 14, 1989. The meeting never ended." On the seventh floor, in the mirror section: "You are in the section containing documents about this moment. You are reading about yourself reading about yourself." These events fire once. First entry only. After that, the room is just a room. Until recently, checkpoint save/load didn't know that. The Gap Most save systems think about save state as mechanical: Player position Health / inventory Enemy states Floor number This covers almost everything. But procedural narrative games have a third category of state that often gets forgotten: story state . In CogCorp Crawler, two systems track this: RoomEventSystem — a hash set of "floor:x:z" keys for every room event that's already fired. Load a c
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