High Level Save Manager
Posted: Mon Aug 12, 2019 2:20 pm
New to ES3 and I have looked over the documentation, but I don't think it can answer my question.
Is anyone implementing a high level save system? Meaning, that when some event occurs, (beating a boss, collecting a treasure, etc..) all the ES3 nodes are told to save? Thinking in terms of an RPG, collecting a new sword might save that to inventory and then ES3's save function is called, I would like for ALL save functions to be called at the same time. Saving the players health, money etc.. at that point.
I thought about creating some system, that has references to all the possible objects that can be saved, and then calling some event that will trigger the save event on all the object. But that seems like mistakes waiting to happen, like forgetting to add some random item.
I would like to be able to do the "auto save" when the user hits a checkpoint, or leaves the current scene, etc.. That way if the player dies, I can reload from their last save state. Any any progress is reset.
How is everyone else doing it? Does something like that exist?
Is anyone implementing a high level save system? Meaning, that when some event occurs, (beating a boss, collecting a treasure, etc..) all the ES3 nodes are told to save? Thinking in terms of an RPG, collecting a new sword might save that to inventory and then ES3's save function is called, I would like for ALL save functions to be called at the same time. Saving the players health, money etc.. at that point.
I thought about creating some system, that has references to all the possible objects that can be saved, and then calling some event that will trigger the save event on all the object. But that seems like mistakes waiting to happen, like forgetting to add some random item.
I would like to be able to do the "auto save" when the user hits a checkpoint, or leaves the current scene, etc.. That way if the player dies, I can reload from their last save state. Any any progress is reset.
How is everyone else doing it? Does something like that exist?