Overload
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LUA Save System
Problem this feature should fix Allows non C++ users to create full games rather than demos/arcade experiences. An essential requirement to allow LUA users the ability to save player data variables.
Expected solution If possible allow a simple LUA filesystem manager or the ability to 'require' custom LUA libraries which include this functionality.
Yes this pls
One way to kind of cheese it is (I think this should work) based on what youve done in the game as in what bosses you killed or whatever data what items you have what places youve been too etc. You could generate a code and everytime you open the game theres an input code button and you just pop that bad boy in and youre back where you were yesterday easy as that but a little tedious
This is actually an interesting idea. Maybe it could be implemented in a way that the user can create a asset that works as a "database" and LUA could access that asset in reference like unity has done with scriptabel components, but in this case it does save data so that if a player kills a boss or collects an item a certain value is saved in this database like asset component