u/InteractionOk7085

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▲ 182 r/godot

This is based on the official Godot savegame tutorial

  • I bypassed re-instantiating nodes that are part of the scene file (i.e. Nodes that were not added at runtime). This will solve one part of the problem mentioned in that article.
    • Although the problem still exists for dynamically added nodes.
  • Using Classes as save data models for different nodes (Player, Triggers, Enemies etc.) makes accessing saved data predictable. Now there are no more guessworks, as it was with only dictionaries.
  • Automatic JSON ↔ Class Object Conversion, using Reflection (get/set property_list)
  • Project Link: https://github.com/NahianShabab/Godot-Save-System

I would appreciate any feedback, specially performance or security related things I may have overlooked.

u/InteractionOk7085 — 25 days ago