I’ve been searching about this and there’s so many ways to save and multiple videos on YouTube saying which is better and what isnt, which to be honest confused me a little on which way is the best for this case.
So, I’m making a multiplayer game with data like levels, character customization (probably arrays? system isn’t started yet but assuming), strings, inventory system (arrays and item data which are resource based), etc.
What would be the best case to save data like this and for a multiplayer game to load the data and sync those? and later this file would be uploaded to steam cloud.
The best way to learn is to do it.
There are many variable that need to be juggled when trying to make a save file.
For multiplayer:
Is it a game where you need to keep track of the players progress? Do you want players to be able to cheat?
If you don’t want players to cheat how would you check that their save data isn’t modified?
Would you check the save file against a server side save file?
What variables saved would you decide that needed to be server side vs local
How would you make sure that upkeep of server side save files stays online?
Those are just a small part of Multiplayer concerns regarding saving.
I personally if you are trying to make a MMO style game, godot currently ain’t the engine for it. But if it is a game like REPO it would be possible.
Honestly if you already have a game, just try and see how a save file works first.Then worry about how to test the multiplayer part separately since trying to do it all at once would be a overload of work.
Thanks for the advice! any advice on best practices, etc?
My game is a simple social game so cheating wont be that huge since there’s no progress involved other than simple things. But to have that considered is a good way to think about it