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by flohofwoe
732 days ago
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If I learned one important lesson from writing savegame systems: don't directly serialize your entire game state on the "game object level" (e.g. don't create a savegame by running a serializer over your game object soup), instead decouple the saved data from your game logic internals, have a clear boundary between your game logic and the savegame-system, keep the saved state as minimal as possible, and reconstruct or default-initialize the rest of the data after loading saved state. With that approach, a language-assisted serialization system also looses a lot of its appeal IMHO (although it can still be useful of course for describing the separate savegame data format). Also: resist the architecture astronaut in you, especially savegame systems are a honey trap for overengineering ;) |
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