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Godot Save System

My approach is based on the method shown in the godot documentation article “Saving Games” https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html

Features:

  • Represent each entity’s state as Class, but save them as Dictionaries
    • No more guesswork, as it was the case when only dictionaries were used!
  • Instead of deleting and instantiating every node that we read from a save file, only instantiate nodes that were created dynamically
  • Use Reflection Feature (get_property_list() & set_property()) of gdscript to automate the process of serialization

More Information

  • A presentation of the method can be found here

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Save System in Godot using Classes, Dictionaries, and Reflection

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