I was wondering, is there a way to make perma death of MC independent of a save file? At least for Rogue likes, it seems like a lot of those that aren't executables can be rigged by backing up the save file in a different folder.
Which doesn't seem like something I'd want, if I'm going for perma death. I was considering using passwords instead. But then that would require generated a new pass phrase every time a game is booted, for each game.rb. (I'm creating a meta game that is split across different mini-games.)
There isn't any stats I'm keeping up with, as battle mechanized as puzzle based. For the time being not programming items either. Although the limited items I can draw on the screen per variable is made moot because I can open a pre-fab shop icon in Image Viewer in Mint. So I can focus the rest of the programming on listing item switches and variables.
So I don't really need to worry about what items continue into next game file.
But I'm not sure whether to make Perma Death specific to each mini-game. Right now the save function is more like a DVD scene picker you might find on a blue-ray dvd. At least until I can find out how to make a save file.
I do have a progress report writer the player uses, which can be written over on death. But that still has the same problem, if I don't make it an executable: if they copy the progress_report over to another folder, the progress report can simply be backed up by the player.
But was considering "Permacrypting" the progress_report file. It's written over by a Straddling Cipher, with the key immediately destroyed. I'm not certain how to do this with the cipher key the player remote views.
I could write it over, but sense the same Straddling Square cipher key is generated each play through, that kind of makes it pointless.