How To Create a Flexable Save System for Your Game! Godot 4 Horror Game C# EP 16
Вставка
- Опубліковано 28 чер 2024
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In this video, we discuss how to create a flexable save system in Godot 4.2! We create a save and load system that has save slots and a nice interface. We talk about how to build a pause menu and finally we discuss how to make your system flexable and easy to use.
RESOURCES
TBD
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TIMESTAMPS
00:00:00 Intro
00:00:57 Planning Our Design
00:09:01 Saving Our Data
00:17:08 Explaning the Game Manager (Incase You Dont Know or Remember)
00:21:18 Hooking Up Our Code
00:27:16 Debugging Our Level Loading System
00:28:35 How To Load Data
00:35:23 Creating a Loading Menu With Multiple Save State
00:38:26 Explaning BB Code Enabled
00:43:13 Hooking Up Our Loead Menu
00:47:08 Taking a Photo of Our Screen
00:57:26 Showing Our Load Info When We Click on a Saveslot
01:09:13 How To Properlly Load Textures
01:26:31 Creating a Pause Menu
01:40:56 How To Make Our Save System Very Flexable
01:53:20 Expanding This to Other Objects
01:55:46 Making Our Flexable Load System
02:01:52 Debugging Our Player Information Not Being Set Properally
02:08:12 Expaning This to Our Whole Scene
02:12:33 Outro
MUSIC
Music provided by TheRelaxedMovement.
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#SavingSystem #Godot4 #Loading
ABOUT MY CHANNEL:
I've been a software developer for over 7 years. I've worked in the game industry for 3 of those years. This channel is used for news on the gaming\programming industry and for tutorials for game\programming development.
How To Create a Flexable Save System for Your Game! Godot 4 Horror Game C# EP 16
Hey Mitch, just wanted to say your tutorials all the way back to your C# 2D platformer have been helping me through this harrowing game dev experience bit by bit and I cannot express my gratitude enough. Please keep doing what you're doing, it's helping a lot more people a lot lot more than you'd think.
This series is awesome!
You’re literally a godsend for this, thank you
less goo another episode!!
Awesome job!
Hey mitch, just wanted do you have any pln on making a extensive tutorial on 2D Shaders. I am having rough time with shaders so it would be great to have Shaders content from you.
I'm just watching it and what a great tutorial! Why to save to json instead of custom resources though? Documentation says the second is better.
Возможно, если в будущем игра будет перенесена на другой движок, то json-файлы все равно был бы доступны для использования
My reasoning may be a very specific instance, but using Json I find to be far more scalable when working with different data. I just recently worked on a multiplayer solution, which lets me send server scene information to the clients by simply sending a json string. I don't understand why documentation claims resources are superior for data saving
Though my json save system goes a bit beyond, and when saving a game I save all nodes and information. Then when I play the game I load in an empty scene and build it entirely from json information.
does this work in godot 3.5?