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

Saving is actually not that hard as you may think.
Your game anyway need to keep somewhere current state – your stats, exp, choices in dialogs, your position, etc.
Dropping all of it into one file is not hard. Maybe finding all this places where each part is stored would be hard, so you may miss something. But that’s why you have testing department.

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