ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill save-systems --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/save-systemsContext preview
The summary Claude sees to decide when to auto-load this skill.
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save
name: save-systems description: > Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
A save file is a **serialized snapshot of game state** that survives restarts. The hard parts aren't writing bytes — they're choosing *what* to save, writing it so a crash mid-save can't corrupt it, and reading *old* saves after you ship a patch. Get those three right and the rest is plumbing.
positions — across sessions and game updates.
migration).
**When *not* to use:** for Roblox cloud persistence specifics, use `roblox-datastores`. For the data model the save serializes (resources/SOs), use `godot-resources` / `unity-scriptableobjects`. For Godot's `FileAccess`/ `ResourceSaver` and `user://` paths, defer to the Godot engine skill while applying the patterns here.
1. **Decide what state is authoritative.** Save the *data* (hp, position, seed, unlocked flags), not engine objects or scene nodes. You will reconstruct objects from data on load — never serialize live node references. 2. **Define a versioned schema.** Every save embeds a `version` integer. This is the single most important field for a game you intend to patch. 3. **Pick a format.** JSON/text for readability and debuggability; a binary format for size/speed or mild tamper-resistance. Start with JSON. 4. **Write atomically.** Serialize to a temp file, flush, then rename over the real file. A crash leaves either the old save or the new one — never a half-written one. 5. **Load defensively.** Read version → migrate up to current → validate → instantiate. Keep a backup of the last good save and fall back on parse error. 6. **Autosave on safe boundaries** (level change, checkpoint), throttled, and to a separate slot so it can't clobber a manual save. 7. **Verify**: save, fully quit, relaunch, load — and confirm by inspection that state matches. Test loading a save from the previous version.
# Build a dictionary of pure data. Each savable object reports its own state.
func capture_state() -> Dictionary:
return {
"version": SAVE_VERSION, # ALWAYS stamp the schema version
"player": { "hp": player.hp, "pos": [player.position.x, player.position.y] },
"inventory": player.inventory.to_array(), # ids + counts, not Item nodes
"flags": world.flags, # e.g. {"met_guard": true}
"seed": world.seed, # regenerate procedural content
}
# On load, RECONSTRUCT objects from the data — do not expect live references back.
func apply_state(data: Dictionary) -> void:
player.hp = data["player"]["hp"]
player.position = Vector2(data["player"]["pos"][0], data["player"]["pos"][1])
player.inventory.from_array(data["inventory"])
world.flags = data["flags"]# RIGHT: write to a temp file, then atomically rename over the target.
func save_atomic(path: String, data: Dictionary) -> void:
var tmp := path + ".tmp"
var f := FileAccess.open(tmp, FileAccess.WRITE)
f.store_string(JSON.stringify(data))
f.flush() # ensure bytes hit disk
f.close()
DirAccess.rename_absolute(tmp, path) # replaces the target; atomic on POSIX
# WRONG: opening `path` directly and writing in place — a crash mid-write leaves a
# truncated, unloadable save and destroys the player's progress.Rename-over-target is atomic on POSIX (same volume); on Windows a replace-by-rename isn't guaranteed atomic, so keep the previous file as `path + ".bak"` before the rename — that backup is what actually guarantees you can recover from a bad write.
SAVE_VERSION = 3
def load_save(raw_bytes):
data = parse(raw_bytes) # JSON/binary -> dict
v = data.get("version", 0)
if v > SAVE_VERSION:
raise NewerSaveError(v) # save is from a newer build; refuse
while v < SAVE_VERSION: # apply migrations in order, v -> v+1
data = MIGRATIONS[v](data)
v += 1
data["version"] = v
validate(data) # check required keys / ranges
return data
# Each migration is a pure function from one version's shape to the next.
def migrate_1_to_2(d):
d["flags"] = {k: True for k in d.pop("completed_quests", [])} # list -> set-map
return d
MIGRATIONS = {1: migrate_1_to_2, 2: migrate_2_to_3}const SLOT_PATH := "user://save_%d.json" # manual slots 0..N
const AUTOSAVE_PATH := "user://autosave.json" # separate file: never clobbers a slot
var _autosave_cooldown := 0.0
func autosave_if_due(dt: float) -> void:
_autosave_cooldown -= dt
if _autosave_cooldown <= 0.0:
save_atomic(AUTOSAVE_PATH, capture_state())
_autosave_cooldown = 60.0 # throttle: at most once a minute
# Trigger an immediate autosave on checkpoints/level transitions, not mid-combat.renaming a node breaks every old save. Save data, rebuild objects on load.
guessing game. Stamp `version` from version 1.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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