Game Persistence and JSON Serialization | Learning game dev with godot - Ep. 43

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In this video, I work on implementing game state persistence and JSON serialization in a Godot platformer. I focus on setting up save and load mechanics for player data, such as inventory (e.g., whether the player has the sword) and power states, ensuring this information persists across game sessions. We also experiment with organizing the saving process and explore potential issues with level-specific data and how to manage it effectively within the game structure. Along the way, I troubleshoot common challenges, like connecting nodes properly in the scene tree and determining the best points to load or save data during game initialization or transitions.

I wrapped things up by starting to explore shaders in Godot. We took our first steps into creating a customizable lens flare effect and delved into shader editor basics. Although it’s still a work in progress, this segment gives a glimpse into some creative visual enhancements coming in the next session.

Next week, I'll be spending more time working on shaders to refine and complete the lens flare effect while learning more about Godot’s visual shader system.

💡 Key points in this video:
Implementing save/load functionality using JSON format.
Addressing serialization and deserialization challenges.
Planning for structured game state persistence across levels.
Exploring basic shader creation and experimentation with lens flares.

🔗 Check out my Twitch channel for more streams: https://www.twitch.tv/saebyn
GitHub: https://github.com/saebyn
Discord: https://discord.gg/N7xfy7PyHs

Thanks for watching, and I hope to see you next time!




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