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

It’s kinda like if a teacher tells all their students in a classroom to put away their stuff and head off to lunch. As long as each student knows how to put away their things and how to bring it out again for the next class, the teacher’s job is easy. Each student might have different things on their desk but they each know where to store all of it. (This would represent different objects and systems serializing their states to the save file).

To be certain that every part of the game saves/loads correctly, you can create tests that check all different components. So if you run a test and see that Jimmy doesn’t have a pencil anymore when the next class starts (you load a save file), you can investigate what went wrong.

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