Massive Endgame Update: Conquering the Legacy Save File Challenge
Just released a major endgame update for Power Network Tycoon, and from a gamedev perspective, it was a real beast ensuring old player save files would seamlessly transition into the expanded finale. The engineering behind maintaining backwards compatibility while fundamentally changing how the game concludes turned out to be one of the trickier challenges I've tackled as a solo developer.
The update completely reimagines how the game ends, introducing new unlockables and additional ways to experience the endgame content. This created a unique problem: players who had previously "completed" the game had experienced part of what I envisioned for the finale, but not the full picture. I needed to ensure that when these veteran players booted up their existing saves, they'd seamlessly access all the new content as if they were experiencing a completely fresh playthrough of the updated endgame.
The Technical Challenge
At a high level, my previous system tracked game completion through a handful of boolean flags in the JSON save files. Players would progress through the content, hit certain milestones, and eventually unlock the final reward - all tracked with simple true/false values.
The new endgame throws a wrench into this simplicity. There's now a substantial chunk of content that sits between the old "ending" and the actual finale, complete with its own progression tracking and unlock conditions. Plus, there are now multiple final unlocks rather than just one.
My approach was to essentially ignore the old completion boolean and slip in a new set of flags that would take precedence. Some of these probably deserve to be converted to enums for cleaner code (something I might tackle in a future update), but many are straightforward "has the player seen this cutscene already" type bools to prevent repetitive content.
Save File Surgery
The trickiest part was ensuring the state transitions felt natural. I had to compare variables across different save file versions and adapt them to the new progression system. Players who had technically "finished" the game needed to have their saves massaged into a state where they could experience all the new endgame content without feeling like they were starting over or missing pieces.
Since I use straightforward JSON for save files, I had some flexibility in how I structured this transition, but it still required a lot of careful variable comparison and state management to get right. Every edge case had to be considered - what if a player was mid-completion when they updated? What if they had partial progress that didn't align with the new system?
Looking Forward
Like many aspects of game development, save file compatibility is one of those things that sounds simple until you're knee-deep in the implementation. It's a reminder that the right time to plan for these kinds of changes is during the initial design phase - retrofitting major systems changes gets exponentially more complex the further into development you are.
For any fellow indie devs reading this: if you're planning significant endgame or progression changes, start thinking about save compatibility early. Your future self (and your players) will thank you for the foresight.
The update is live now, and seeing veteran players dive into the expanded endgame content makes all the behind-the-scenes save file wrangling worth it. Sometimes the most challenging parts of development are the ones players never see - but that's exactly what makes them so important to get right.
Get Power Network Tycoon
Power Network Tycoon
Build and manage the ultimate power grid on a developing island using real electrical physics simulation methods
Status | In development |
Author | David Made This |
Genre | Simulation, Educational |
Tags | City Builder, electrical, energy, engineering, Indie, Low-poly, Physics, power-grid, Procedural Generation |
More posts
- Minor Bug Fixes and Improvements6 days ago
- Minor Bug Fixes and Improvements12 days ago
- Endgame Major Update16 days ago
- Introducing oil to Power Network Tycoon22 days ago
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- Minor Bug Fixes and Tweaks77 days ago
- Linux Changes, Bug Fixes and Minor Tweaks84 days ago
- Stars, UI and More Improvements91 days ago
- Improved Renewables UI and MoreMar 31, 2025
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