The load/save is what kills me. It's a great project, but having to wait 2 hours for a game to load, fans blaring on my laptop, makes it less playable.
For context, I love huge, massive maps with loads of players. OpenRA replays the entire game to restore, it doesn't have a save-current-state routine.
So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save.
Heartbreaking.
> So 20 hours of massive map + 8 players means 2 hours of pegged CPU to reload the save.
It's super impressive this works at all.
Perhaps because their focus is on multiplayer, where saving and loading isn't as in demand as SP
Now, that is what I call taking the "Command Design Pattern" to heart!