A Practical Save System for Indie Games (Versioned, Portable, Testable)
A save system isn’t just files and JSON. This is a versioned, migration-friendly approach you can implement and test in days.
From the studio
Practical notes on game development, game tools, game engines like Unity and Godot, game-dev hacks and indie game picks — from the ArcadeOn Studios team.
A save system isn’t just files and JSON. This is a versioned, migration-friendly approach you can implement and test in days.
Direct signal connections, an event bus autoload, and group-broadcast — three patterns, three honest trade-offs, no dogma.
Three small workflow choices that will save you a week of fiddling: tag-driven animations, slice metadata, and an import preset that just works.
Four practical batching wins for 2D games — atlas all the things, kill mid-frame material swaps, accept dynamic batching for what it is, and stop drawing what nobody sees.
A practical look at the two failure modes of roguelike difficulty curves — the cliff that punishes inexperience, the ramp that bores experts — and how to design something that does neither.
Three games, three launches, three flops. Here is what actually went wrong — and what we changed before the fourth.