So! Part 8! Today we begin to work on our WorldSave class and add the save and load controls to our game. Then we create a simple instance of the class and render it to disk in order to make sure our imported SaveGame class is functioning correctly.
Easy stuff! So much so I decided to skip the UML for now, as its really not required at this stage. Its a much better idea to get the class we pasted in last episode "plugged in" and working before worrying about making any complex choices about our WorldSave object.
Next time we will definately be talking about loading the file and extracting data from the saved file to set the player's current level to the level stored in the save file.
Don't be suprised to see just how similar the code to save and load objects here is to the code in the example project! That's the point!
Future topics to cover include class design using (simplified) UML, basic data encryption, Proxy and Flyweight design patterns, writeReplace(), readResolve() and dealing with multiple save files.
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