I have a game that is yet to implement a saving system. I want to have different save files (like in Tloz: ALTTP). My game has an inventory system already implemented.
I was looking on the internet and saw there is a particular way of saving the current scene along with its respective children and its variables/properties. This method is implemented using the ResourceSaver , which one that turns the scene into a PackedScene and saves it to some desired path (in my case “user://savefiles/“) , then, I would load it from that path and instance it, as explained here.
The multiple save files should be that: multiple .tscn files that save your last scene (savedscene.tscn, saved_scene2.tscn, ...)
I already did some tests with an specific project I made to use this in a small scale. Works pretty well. It also saves export variables which is useful cause my Inventory's items have the variables I need to save as an export variable already.
However, I haven’t seen people talking about this, neither recommending it nor saying it is a bad idea/practice. That’s why I asked this question. Do you think it is a good idea to implement this?