You really made saving coördinates into a json file sound interesting, I want to start saving random things in my game now even though it doesn't need any more data saved lol
Nicely done indeed! I often find save load systems to be hard, not because of the reading and writing data but for the designing that data to be appropriately manipulated 😂 executed like a pro 👏🏽
It would be more practical to save the image as a separarate file next to the json file. That way you can see the image in file explorer (or finder on mac) and you can avoid the overhead of storing binary data in json. If you really want to save the image in json then at least convert the byte array to a base64 string. The file will be much smaller and it will be faster to parse.
Why did u use json? That seems very inefficient, especially since you’re not storing text. Why not store it as a binary file? that way u can compress it so it’s next to no storage, much more lightweight, and much faster.
Hey Thomas, great devlog as always. You when managed to make a pretty dry topic interesting to watch. Really interested in hearing about your process so I can improve my own. How long did this video take you to put together? Do you write a detailed script first, or just wing the voiceover from a basic outline? Do you put together the clips and edit before recording the voiceover, or do you do the voiceover first and find fitting clips later? Sorry for all the questions, just trying to absorb as much as possible!
I don't understand gamedevs obsession with JSON. Binary save formats are smaller, faster to load and harder to hack (cheating via editing the save file).
Binary isn't that much smaller. And the parsing speed only matters if you are storing a huge amount of data, which is rarely the case for indie devs. As for cheaters editing the save files, binary formats are only a slight inconvinience.
@@ZoranRavic 1. It can be much smaller than the JSON, because it doesn't need to store unnecessary things like {}:; characters or field names. 2. Game saves WILL get quite large, especially for the more open-ended/sandbox games, so parsing speed matters. 3. Yeah, but it would stop the casual cheaters - you'd either need to be good with a hex editor or wait for someone to make a save editor, neither of which you have to if the saves are text files.
Really interesting, thanks for sharing! Have you had to handle versioning before or data migrations in a save system? Curious if you thought about it for this or it's out of scope atm.
Short and sweet! Really enjoyed this video! Saving is always that thing I leave for later and end up regretting it. Maybe after seeing this video I'll remember to add it in earlier in my projects :)
It’s funny how sometimes we build these things up in our minds like they’re going to be really hard to do- and so often they’re not. Well done for getting on and doing it and not being put off!