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Currently, the GameLevelLog tracks progress in the config file. This does not follow convention on where that data would typically be stored, as it mixes application configuration settings with game state.
Instead, we could try creating a generic GameState (or even more generic AppState) that stores a dictionary of data and manages the saving/loading behind the scenes. There's a lot of documentation available on how to save and load game state to and from files.
I think adding this could really help avoid devs (specifically, me) from getting into a bad practice of saving game state data in the config file instead, just because it is available.
Currently, the
GameLevelLog
tracks progress in the config file. This does not follow convention on where that data would typically be stored, as it mixes application configuration settings with game state.Instead, we could try creating a generic
GameState
(or even more genericAppState
) that stores a dictionary of data and manages the saving/loading behind the scenes. There's a lot of documentation available on how to save and load game state to and from files.https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html
Eventually, it could have multiple levels, like
UserGameState
,PCGameState
,WorldGameState
depending on the level of persistence desired.GameLevelLog
,GameLog
,AppLog
could then be updated to read from theGameState
instead ofConfig
.The text was updated successfully, but these errors were encountered: