Video Game Design and Coding

PLECK lesson 120 · suggested week 24, day 5

Submit Seed Station with a save audit

Objective. Deliver a complete resource game and honest persistence evidence.

Godot Engine Standard desktop editor 4.7.2-stable, GDScript (Godot 4), Compatibility renderer. Headless Godot 4.7.2.stable.official.ed1daf0bf passed 106 assertions on the supplied scaffolds, including malformed JSON saves. Audio used the Dummy driver and a synthetic WAV, not a speaker. The visual editor, browser export, and signed-in submission were not tested. The desk still does not run a student's own upload.

About 55 minutes. The due date is chosen by a parent.

Reset, settings, deterministic state and a tested resource game

Suggested pace: Recall and predict 5 min; Read instruction and scaffold 12 min; Build or design the assigned artifact 25 min; Run acceptance tests 8 min; Explain and checkpoint 5 min.

Materials: Godot Standard 4.7.2 desktop editor (GDScript, Compatibility renderer), Local course folder and prior checkpoint, No paid assets or public account required.

Comes after VGC-L119.

Package the two-bed resource game with its data schema, transaction tests, save/load tests and reset policy. Include the source and original assets, but omit unrelated user data. Demonstrate a failed transaction that leaves inventory unchanged and a stop/relaunch that restores exactly the documented state. If using checkpoint-only persistence, say so explicitly and show how pickups reset without duplication. A reduced but coherent policy is better than claiming full persistence with missing flags.

Worked example

A reset matrix separates round score, saved progress and comfort preferences. Restarting a round may clear score while retaining a mute preference, if documented. Scaffold C-INVENTORY — Dictionary inventory with guarded spending Setup: Attach to Node InventoryLab for standalone testing. In a real level put the same functions on its inventory node and update UI after successful calls. Item IDs are short fixed strings, never a player’s name. A key represents one item type and its integer value is the quantity. ```gdscript extends Node var items: Dictionary = {"seed": 0, "water": 0} func add_item(id: String, amount: int = 1) -> bool: if not items.has(id) or amount <= 0: return false items[id] = int(items[id]) + amount return true func spend(id: String, amount: int = 1) -> bool: if not items.has(id) or amount <= 0 or int(items[id]) < amount: return false items[id] = int(items[id]) - amount return true func _ready() -> void: assert(add_item("seed", 2)) assert(spend("seed", 1)) assert(not spend("seed", 2)) assert(items["seed"] == 1) ``` Scaffold C-STATE-SAVE — Validated inventory and checkpoint data Setup: Attach to a Node named SaveData. This is a separate file from C-SAVE and only reads fixed known scalar fields. get_checkpoint_data returns plain data, not live node references. When applying a loaded checkpoint, the assignment maps checkpoint ID to a teacher-approved safe Marker2D, never to a filename supplied by the save. ```gdscript extends Node const PATH: String = "user://seed_station_v1.json" func defaults() -> Dictionary: return {"version": 1, "seed": 0, "water": 0, "checkpoint": "start"} func _bounded_count(value: Variant) -> int: if value is int or value is float: return clampi(int(value), 0, 99) return 0 func validate(raw: Variant) -> Dictionary: var clean := defaults() if not raw is Dictionary: return clean var data: Dictionary = raw if data.get("version", 0) != 1: return clean clean["seed"] = _bounded_count(data.get("seed", 0)) clean["water"] = _bounded_count(data.get("water", 0)) var checkpoint: Variant = data.get("checkpoint", "start") if checkpoint is String and checkpoint in ["start", "greenhouse"]: clean["checkpoint"] = checkpoint return clean func save_data(raw: Dictionary) -> bool: var file := FileAccess.open(PATH, FileAccess.WRITE) if file == null: return false file.store_string(JSON.stringify(validate(raw))) file.close() return true func load_data() -> Dictionary: if not FileAccess.file_exists(PATH): return defaults() var file := FileAccess.open(PATH, FileAccess.READ) if file == null: return defaults() var text: String = file.get_as_text() file.close() var parser := JSON.new() if parser.parse(text) != OK: return defaults() return validate(parser.data) ``` Scaffold C-CHECKPOINT — A safe checkpoint respawn Setup: Add this pattern to a separate Node2D level root with child Player using C-PLATFORM. Call set_checkpoint with a safe global position when a player reaches a checkpoint Area2D; call respawn when entering a fall zone. This code does not connect Area2D automatically; select the area body_entered signal in editor and call these methods from its handler after checking the player group. Respawn is deferred because a physics callback may be active. ```gdscript extends Node2D @onready var player: CharacterBody2D = $Player var checkpoint: Vector2 func _ready() -> void: checkpoint = player.global_position func set_checkpoint(safe_position: Vector2) -> void: checkpoint = safe_position func respawn() -> void: _apply_respawn.call_deferred() func _apply_respawn() -> void: player.global_position = checkpoint player.velocity = Vector2.ZERO ``` Scaffold C-WORLD-DATA — Consistent pickup/bed persistence with derived inventory Setup: Attach to a separate Node named WorldData. This is the default integrated Seed Station model after the scalar-save lab. Fixed pickup IDs are s1,s2,s3,w1,w2; fixed bed IDs are b1,b2. Manager records picked IDs only after a successful pickup and planted IDs only after validating both resource costs. Inventory is derived from these IDs, so reloading cannot keep quantities while respawning already-picked rewards. On load, hide/free picked objects, mark planted beds, set the known start/greenhouse marker, then refresh HUD. Version 1 scalar labs are intentionally not migrated: report a new-game fallback. ```gdscript extends Node const PATH: String = "user://seed_station_world_v2.json" func defaults() -> Dictionary: return {"version": 2, "picked": [], "planted": [], "seed": 0, "water": 0, "checkpoint": "start"} func _ids(raw: Variant, allowed: Array) -> Array[String]: var clean: Array[String] = [] if raw is Array: for value in raw: if value is String and value in allowed and value not in clean: clean.append(value) return clean func validate(raw: Variant) -> Dictionary: var result := defaults() if not raw is Dictionary: return result var data: Dictionary = raw if data.get("version", 0) != 2: return result var picked := _ids(data.get("picked", []), ["s1", "s2", "s3", "w1", "w2"]) var planted := _ids(data.get("planted", []), ["b1", "b2"]) var seed_total: int = 0 var water_total: int = 0 for id in picked: if id.begins_with("s"): seed_total += 1 else: water_total += 1 while planted.size() > mini(seed_total, water_total): planted.pop_back() result["picked"] = picked result["planted"] = planted result["seed"] = seed_total - planted.size() result["water"] = water_total - planted.size() result["checkpoint"] = "greenhouse" if "b1" in planted else "start" return result func save_data(raw: Dictionary) -> bool: var file := FileAccess.open(PATH, FileAccess.WRITE) if file == null: return false file.store_string(JSON.stringify(validate(raw))) file.close() return true func load_data() -> Dictionary: if not FileAccess.file_exists(PATH): return defaults() var file := FileAccess.open(PATH, FileAccess.READ) if file == null: return defaults() var text: String = file.get_as_text() file.close() var parser := JSON.new() if parser.parse(text) != OK: return defaults() return validate(parser.data) ```

Dictionary inventory with guarded spending

GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-INVENTORY. Copy starts from this text. The desk does not run it.

Scene and node setup

Attach to Node InventoryLab for standalone testing. In a real level put the same functions on its inventory node and update UI after successful calls. Item IDs are short fixed strings, never a player’s name. A key represents one item type and its integer value is the quantity.

extends Node
var items: Dictionary = {"seed": 0, "water": 0}
func add_item(id: String, amount: int = 1) -> bool:
    if not items.has(id) or amount <= 0:
        return false
    items[id] = int(items[id]) + amount
    return true
func spend(id: String, amount: int = 1) -> bool:
    if not items.has(id) or amount <= 0 or int(items[id]) < amount:
        return false
    items[id] = int(items[id]) - amount
    return true
func _ready() -> void:
    assert(add_item("seed", 2))
    assert(spend("seed", 1))
    assert(not spend("seed", 2))
    assert(items["seed"] == 1)

Checks to run in the editor

  • Spending more than owned returns false and does not change inventory.
  • Unknown IDs and nonpositive amounts are rejected.

Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.

Validated inventory and checkpoint data

GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-STATE-SAVE. Copy starts from this text. The desk does not run it.

Scene and node setup

Attach to a Node named SaveData. This is a separate file from C-SAVE and only reads fixed known scalar fields. get_checkpoint_data returns plain data, not live node references. When applying a loaded checkpoint, the assignment maps checkpoint ID to a teacher-approved safe Marker2D, never to a filename supplied by the save.

extends Node
const PATH: String = "user://seed_station_v1.json"
func defaults() -> Dictionary:
    return {"version": 1, "seed": 0, "water": 0, "checkpoint": "start"}
func _bounded_count(value: Variant) -> int:
    if value is int or value is float:
        return clampi(int(value), 0, 99)
    return 0
func validate(raw: Variant) -> Dictionary:
    var clean := defaults()
    if not raw is Dictionary:
        return clean
    var data: Dictionary = raw
    if data.get("version", 0) != 1:
        return clean
    clean["seed"] = _bounded_count(data.get("seed", 0))
    clean["water"] = _bounded_count(data.get("water", 0))
    var checkpoint: Variant = data.get("checkpoint", "start")
    if checkpoint is String and checkpoint in ["start", "greenhouse"]:
        clean["checkpoint"] = checkpoint
    return clean
func save_data(raw: Dictionary) -> bool:
    var file := FileAccess.open(PATH, FileAccess.WRITE)
    if file == null:
        return false
    file.store_string(JSON.stringify(validate(raw)))
    file.close()
    return true
func load_data() -> Dictionary:
    if not FileAccess.file_exists(PATH):
        return defaults()
    var file := FileAccess.open(PATH, FileAccess.READ)
    if file == null:
        return defaults()
    var text: String = file.get_as_text()
    file.close()
    var parser := JSON.new()
    if parser.parse(text) != OK:
        return defaults()
    return validate(parser.data)

Checks to run in the editor

  • Missing file returns defaults.
  • Negative count becomes zero; count 1000 becomes 99.
  • Unknown checkpoint becomes start.
  • Malformed JSON, arrays and unsupported versions return safe defaults.

Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.

A safe checkpoint respawn

GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-CHECKPOINT. Copy starts from this text. The desk does not run it.

Scene and node setup

Add this pattern to a separate Node2D level root with child Player using C-PLATFORM. Call set_checkpoint with a safe global position when a player reaches a checkpoint Area2D; call respawn when entering a fall zone. This code does not connect Area2D automatically; select the area body_entered signal in editor and call these methods from its handler after checking the player group. Respawn is deferred because a physics callback may be active.

extends Node2D
@onready var player: CharacterBody2D = $Player
var checkpoint: Vector2
func _ready() -> void:
    checkpoint = player.global_position
func set_checkpoint(safe_position: Vector2) -> void:
    checkpoint = safe_position
func respawn() -> void:
    _apply_respawn.call_deferred()
func _apply_respawn() -> void:
    player.global_position = checkpoint
    player.velocity = Vector2.ZERO

Checks to run in the editor

  • A fall returns to last safe point, not origin.
  • Player has no leftover falling velocity on return.

Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.

Consistent pickup/bed persistence with derived inventory

GDScript (Godot 4, not Scratch, Python, JavaScript or C#). Scaffold C-WORLD-DATA. Copy starts from this text. The desk does not run it.

Scene and node setup

Attach to a separate Node named WorldData. This is the default integrated Seed Station model after the scalar-save lab. Fixed pickup IDs are s1,s2,s3,w1,w2; fixed bed IDs are b1,b2. Manager records picked IDs only after a successful pickup and planted IDs only after validating both resource costs. Inventory is derived from these IDs, so reloading cannot keep quantities while respawning already-picked rewards. On load, hide/free picked objects, mark planted beds, set the known start/greenhouse marker, then refresh HUD. Version 1 scalar labs are intentionally not migrated: report a new-game fallback.

extends Node
const PATH: String = "user://seed_station_world_v2.json"
func defaults() -> Dictionary:
    return {"version": 2, "picked": [], "planted": [], "seed": 0, "water": 0, "checkpoint": "start"}
func _ids(raw: Variant, allowed: Array) -> Array[String]:
    var clean: Array[String] = []
    if raw is Array:
        for value in raw:
            if value is String and value in allowed and value not in clean:
                clean.append(value)
    return clean
func validate(raw: Variant) -> Dictionary:
    var result := defaults()
    if not raw is Dictionary:
        return result
    var data: Dictionary = raw
    if data.get("version", 0) != 2:
        return result
    var picked := _ids(data.get("picked", []), ["s1", "s2", "s3", "w1", "w2"])
    var planted := _ids(data.get("planted", []), ["b1", "b2"])
    var seed_total: int = 0
    var water_total: int = 0
    for id in picked:
        if id.begins_with("s"):
            seed_total += 1
        else:
            water_total += 1
    while planted.size() > mini(seed_total, water_total):
        planted.pop_back()
    result["picked"] = picked
    result["planted"] = planted
    result["seed"] = seed_total - planted.size()
    result["water"] = water_total - planted.size()
    result["checkpoint"] = "greenhouse" if "b1" in planted else "start"
    return result
func save_data(raw: Dictionary) -> bool:
    var file := FileAccess.open(PATH, FileAccess.WRITE)
    if file == null:
        return false
    file.store_string(JSON.stringify(validate(raw)))
    file.close()
    return true
func load_data() -> Dictionary:
    if not FileAccess.file_exists(PATH):
        return defaults()
    var file := FileAccess.open(PATH, FileAccess.READ)
    if file == null:
        return defaults()
    var text: String = file.get_as_text()
    file.close()
    var parser := JSON.new()
    if parser.parse(text) != OK:
        return defaults()
    return validate(parser.data)

Checks to run in the editor

  • Picked s1,s2,w1 and planted b1 yields seed1,water0,greenhouse.
  • Duplicate s1 entries do not add extra inventory.
  • No collected IDs plus two planted IDs cleans to no planted beds.
  • Reload removes collected pickups and restores planted-bed state through the manager.

Native Godot 4.7.2.stable.official.ed1daf0bf headless compile and representative node-tree/runtime tests passed; see native-qa-results.json. Visual UI, audible output, exports and website submission still need separate checks.

Submit Seed Station with a save audit — evidence task

  1. 1. Restore the source and execute transaction, completion, save, load, invalid-data and reset tests.
  2. 2. Submit schema and known limitations.

Deliverable. Seed Station source artifact, schema, transaction table and persistence audit.

Acceptance checks

  • VGC-L120-T1. All claimed persisted fields restore correctly.
  • VGC-L120-T2. No resource duplication appears across the tested save/load cycle.

Understanding question. What should the teacher assess if checkpoint-only persistence is chosen?

Include a downloadable project ZIP with project.godot, .tscn, .gd and original asset files when code changes. A private, teacher-accessible download link to that ZIP is equivalent. Screenshots or a playthrough do not replace editable source.

If this is still shaky. If full world persistence is too large, use the documented checkpoint-only reset policy. Do not claim unsaved flags persist. Start with the first assigned task and re-run its acceptance test before adding the remaining feature.

Optional extra. Add one small validated setting using a separate save field or configuration file. Document one changed parameter, your prediction, and the observed effect; optional, not required for completion.

Turn in typed notes and a JPEG, PNG, or WebP screenshot. One https address is stored as text and is not opened, extracted, or run. An MP3, WAV, M4A, MP4, or WebM file up to 4 MB can show a demo. The demo does not replace editable source. Zip and code files are refused. If there is no private link, keep the project on the family computer and review the code in person.

This is a preview. A parent assigns the lesson and chooses the due date after the student is enrolled. The answer key is not on this page.

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