Post

@CodeRed_dev SQLite
Can't ever corrupt these saves, and lets me incrementally save.
English

@CodeRed_dev JSON in dev, binary in production.
English

@CodeRed_dev Lua serialized into binary.
English

@CodeRed_dev I really feel like json took over years ago and there was no looking back.
English

@CodeRed_dev I'm both surprised and not surprised by that Json result. I wonder if this is sufficient for both performance and flexibility. How are you handling save data versioning? I have some ideas, but I'm curious what everyone else is doing.
English

@CodeRed_dev Sorry for arriving late to the party.
'Binary' for performance, and for generating smaller files.
English

@CodeRed_dev That's actually of of the things I'm not doing yet and I have to look onto which is the best format. As I have an infinite world (like minecraft) and I have to store anything on it but I have to have a quick access to it without having to read a big file 🤔
English

I haven't gotten to this point in development but which one should I choose if I have too?
My game is a racing game, so mainly the things that would need to be saved are the campaign progress, the player's cars in the garage, and their customization( Performance parts and color) of said cars.
English

@CodeRed_dev Binary. Optionally convert to json if I really really really need to debug it by reading it. For some weird reason.
English

@CodeRed_dev Am I the only one that takes JSON and uses a Base64-encoded string conversion on it to produce a simple text based save string?
Best of both worlds.
English

@CodeRed_dev I have to ask my boss but i wpuld guess he uses binary
English

@CodeRed_dev if I want the game's site or a modding kit to interact with it I would probably go for JSON, though if it's just a simple game I would go binary.
English

@CodeRed_dev .bmp or .pdf depending on what's being saved
English

@CodeRed_dev In editor/debug mode as Godot's .tres and in build as Godot's .res
English




















