How do people design the save game feature in large/complex games?

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The save game feature seems simple but it’s mind-blowing how it can return the exact state of a game with all elements/events organised in the correct order. Can anyone explain how it works?

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Anonymous 0 Comments

The information to save the position / states of all the elements is akin to a list of words and numbers and takes little to no space up at all.

Every time anything in the game moves or does anything its position is tracked, when you hit save game all those states are collected and when you hit load all those states are pulled out of a table or something.

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