Currently, if you close the game, you start all over. This imo isn't a problem, since the game is short, and players who have finished a level, can easily finish it in a single run. It does get annoying if this happens at "Edge of Oblivion" though, because the "Winds of Oblivion" aren't easy, even if you have finished them once.
Anyway, for all the devcycle, I decided to not add save/load functionality. But for integrating steam with my netcoding, I eventually desired the following behaviour: "if (player is in previous level) -> skip current level and go to other player's level"
So, I implemented a level sync pretty much, works from anywhere, even the boat intro. The problem is that this is used exclusively for netcoding.
So, just recycle it and use it for local multiplayer too.
Simply read .json of previous run, and skip to the previous run's level, if its detected the game is unfinished.
Currently, if you close the game, you start all over. This imo isn't a problem, since the game is short, and players who have finished a level, can easily finish it in a single run. It does get annoying if this happens at "Edge of Oblivion" though, because the "Winds of Oblivion" aren't easy, even if you have finished them once.
Anyway, for all the devcycle, I decided to not add save/load functionality. But for integrating steam with my netcoding, I eventually desired the following behaviour: "if (player is in previous level) -> skip current level and go to other player's level" So, I implemented a level sync pretty much, works from anywhere, even the boat intro. The problem is that this is used exclusively for netcoding.
So, just recycle it and use it for local multiplayer too. Simply read .json of previous run, and skip to the previous run's level, if its detected the game is unfinished.