#At what point would you implement a save system?

1 messages · Page 1 of 1 (latest)

civic current
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My game in development already has a main room with several objects that can be destroyed, containers that contain ds_lists for their slots, objects that can be placed, loot on the ground, a progress-handler with nested maps and so on.
This whole time I've been pushing off implementing a save system because "Who knows what I might add later and what is going to change."
But the further I get the more often I wonder whether I should just implement one already.

Just for the sake of collecting opinions - when developing for a game - at what point do you usually implement a save system?

balmy moss
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generally i actually write the code around when the player starts moving between different rooms, since i usually lean on an internal save state to deal with room persistence, but i'll be thinking about it from pretty much the beginning

blissful goblet
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What dragonite said.

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Earlier the better. It's a hassle to add saving retroactively and often involves rewriting code if you didn't plan for it.

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Though, when I add a new feature, sticking it in the save file is the last step for me, for the reason you described. Better if you can plan for the save file though.

civic current
blissful goblet
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Yuuup

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Hah, that is quite a good bug.

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Also your game looks really cute. 👍

civic current
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Haha, yea I also giggled at that bug.

And thanks!
Tho I can't fully take credit for the visuals - only the character is my work, the wonderfully looking environment is made by the artist 'RunningBlood'. I'm in awe about their work. :D

blissful goblet
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👍 Ah, very nice.

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(Shoutout artists everywhere, they are so awesome).