How I implemented save/load in WoT: A Serialization Nightmare
In every game dev project there comes a time when you have to face a technical challenge you don't like at all. For some people it's AI, for some others it's pathfinding and for me it's serialization. Let me explain a bit: I come from a web back-end development background, so persisting stuff is, by now, part of my very nature. But working for almost 10 years with databases (relational or otherwise) saving the whole state of a game in a single file via serialization sounds like a nightmare to me. Finally! After weeks of work, I can save the game and resume it later! The first approach Naturally, the very first thing I did was take a look at the C# serialization classes and hope that everything would be solved immediately. After reading some tutorials and articles about it, it sounded like the perfect solution. That did not last, though. I quickly ran into issues, though: It seems that some of the Unity classes that we hold near and dear to our hearts - ...