When I save my game, I want to discriminate between certain types of values.
We have game values (player position, rotation, etc) and then we have settings (audio volume, graphics settings, etc).
I can’t save everything at anytime because - for instance - if I saved the game values whenever I save options settings, I’d initialize some values.
So question is, I can imagine several ways to discriminate the saved values, but which might cause problems?
Here is ways I can imagine:
- Write to multiple save game objects
- Use different save slot names (one for game values, one for options values)
- a series of branches and/or switches to control flow within one save game object
Advice is appreciated. Not too hard to test each way but sometimes a system seems good and you dont find problems until later.