You are browsing as a guest. Sign up (or log in) to start making projects!

32m 58s logged

An arcade game relies heavily on replayability, and nothing drives replay value quite like tracking and shattering personal best scores. To achieve this, we designed a sophisticated multi-tiered file persistence system leveraging Godot’s built-in FileAccess class to store player achievements securely on disk.Because Beyond Space features three completely separate minigames (Nebula Platformer, Meteor Dodger, and Star Clicker), each coupled with three distinct difficulty tiers (easy, medium, and hard), high scores must be strictly isolated to prevent data overlap. We established dynamic path formatting using unique save strings structured around the specific minigame and difficulty parameters:$$SAVE_PATH = user://beyond_space_hs_[minigame]_[difficulty].save$$Core utility functions including load_high_score(), save_high_score(), and reset_high_scores() ensure that player progression is safely written to the user directory and instantly updated across the HUD whenever a new high score threshold is crossed during active gameplay sessions.

0
35

Comments 0

No comments yet. Be the first!