A six-slot saving and loading example using the playmaker Json Save and Json Load actions.
I plan to release this example for a reasonable fee and include a pdf file with further details.
Here is a short video clip:
Each black cube represents a savepoint; in the example, you press the "E" key to activate saving.
To Load, you press the "Return" key, but only the previously saved slots are available to load.
The demo video shows four available saving locations, but that's just one possibility as you could just use one save point and use different save slots!
The example video uses the "E" key to leave the level.
Features of the saving and loading system include:
scalable saving and loading:
https://i.postimg.cc/SxS0m85Y/Scalable-slot-saving-and-loading.pngMouse icon control.
The saving and loading are configured to also use an Xbox joystick.
The Player's input is stopped while UI elements are on screen.
Timescale is now also controlled while the UI elements are on screen. If a UI element is open/onscreen the timescale is set to zero and when closed timescale is returned to normal time.
If you choose not to save but leave the level your health is auto-saved so that you can reach a new level with current health values.
A scene arrival takes care of loading your health.
A leave scene option to load a different level is also available.
The title scene can be enabled or disabled within specific scenes.
pickup spawning mechanic
Enemy spawning mechanic with an option to show or hide the dead body.
Ability to reanimate the enemies press the spacebar key to bring them back to life.
Assuming that you would need to test a lot before you publish or build your game.
The structure is setup to use a .prototyping filename within the startup.
Simply disable the set fsm int within the "startup" FSM action state "setup finished" for your final build.