I've been outlining the key features to a single-player mod and researching the limits and existing features of the Ut2003 engine. The goal is to produce a hybrid turn-based single player game.
The turn-based part will be tricky, but still do able. The AI will also
require a good deal of work, but again... do able without godly knowledge of programming or the inner workings of the engine. Pretty much everything I've thought of that I'd like to include should not be too difficult to implement, except saving and loading games. As most everyone knows, single-player games
require the ability to save more often then at the start or end of every level. Turn-based games, even moreso.
I was hoping that I could be given the honest opinion on where to
start in relation to getting a save/load system in place as seen in many other Unreal games, like Splinter Cell. I want to allow the player to be able to save games at any point in time, and that will save data such as inventory status (items in possesion, ammo, etc), progress flags (missions, quests, etc), as well as details of the environment (you broke down the door, destroyed the window, etc) and status of the enemy (enemy doesn't respawn,
corpses stay, etc).
The more I look at it, and what minimal information I can find it seems that there is almost no "irregular" file access built into the scripting side of UT2003.
I would appreciate any, and all information that you could provide me in determining the viability of such a system and if you know of anyone who has had progress in this area and might be able to offer some advice.
I know there's always the option of using Unreal 2, as it has features such as state saving and single-player AI... but I would prefer to be using UT2003 since I'm already familiar with the tools, file formats, and existing scripts. I don't own that game, so buying it (no offense to those who made it) would be
a last resort to produce this project using the newest Unreal engine.