some_device := class(creative_device):
var Counter: int = 0
OnBegin<override>()<suspends> : void =
Print("Counter value: {Counter}")
set Counter += 1
The code above, will reset counter every round, as if the some_device class is being re-instantiated
every round.
How do you suppose to maintain game state when every variable resets every round?
I saw the persistent data documentation, I need game state management, persistent between rounds, not between game sessions.
Also, persistent data
documentation seem to revolve around mapping a player to some struct, what about data that is not player related?