I released SaveFlow Lite 1.0.3, a MIT-licensed save workflow plugin for Godot 4.6:
The main idea is simple: save ownership should be visible in the scene tree. Instead of hiding all save/load behavior in one large manager script, SaveFlow lets each object, system, runtime entity collection, or scene scope declare the state it owns.
Typical starting points:
SaveFlowNodeSource for one authored object, such as a player, chest, NPC, door, or lever.
SaveFlowTypedDataSource or custom SaveFlowDataSource for one system, such as inventory, quests, settings, or progression.
SaveFlowEntityCollectionSource plus a factory for runtime-spawned entities.
SaveFlowScope when a scene needs domain boundaries and ordered restore.
1.0 includes GDScript and C# APIs, slot metadata helpers, JSON/binary storage, runtime entity restore reports, setup health checks, a scene validator badge, and DevSaveManager for editor-side save/load testing.
1.0.3 is a small maintenance package that fixes the Project Workflow demo movement hint so it matches the shipped input map.
Docs:
The release assets include an addons-only zip for normal project installs and an addons-demo zip if you want to open the sample project directly.
I would especially appreciate feedback from people with larger Godot scenes: does the Source/Scope ownership model match how you think about save domains in your projects?
I’ve just downloaded this add-on, and tried out the ‘Zelda-like Demo’, which worked very well, according to my very limited view. A few Errors indicated…
Godot Engine v4.7.beta2.official (c) 2007-present Juan Linietsky, Ariel Manzur & Godot Contributors.
— Debug adapter server started on port 6006 —
ERROR: Attempt to open script ‘res://addons/control_center/runtime/control_center_runtime.gd’ resulted in error ‘File not found’.
ERROR: Failed loading resource: res://addons/control_center/runtime/control_center_runtime.gd.
ERROR: Failed to create an autoload, can’t load from UID or path: res://addons/control_center/runtime/control_center_runtime.gd.
WARNING: editor/editor_node.cpp:4463 - Addon ‘res://addons/control_center/plugin.cfg’ failed to load. No directory found. Removing from enabled plugins.
WARNING: editor/editor_node.cpp:4463 - Addon ‘res://addons/gdUnit4/plugin.cfg’ failed to load. No directory found. Removing from enabled plugins.
— GDScript language server started on port 6005 —
Despite these minor details, it would appear to fit the bill for saving the data from a Project I’m busily advancing (slowly..!), but it will need much more of a ‘hands-on, talking to a thick five-year old in words of less than one syllable’’, for me (yes, I’m the ‘thick five-year-old’..!) to implement it. Is there any chance of a step-by step documentation to help ease this poor mortal into the driving seat of this..? The Demo worked, and I even hunted down and found the ‘Save’ files, so there is hope, but without simplified set-up steps I’ll be consuming much midnight oil (at today’s prices..!) and several tubes of aspirin before being able to use it.
Thanks in advance for any docs you could append to the GitHub for assistance, and thanks making the development accessible. Meanwhile…
Have a splendid day.