Is it bad to use Save/Load states as a checkpoint system?

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  • With the way my game handles enemies and enemy spawning, as well as how I want certain variables to reset and some to not reset when the player dies- it feels so much easier to have a Save/Load system under a "checkpoint" save file and load that.

    Initial testing shows everything working exactly as intended. I wouldn't mind the Audio music track to play continually through resets instead of going back to the initial point when the checkpoint was saved, but that's fine if it can't be fixed.

    Will this have any negative impact on performance or something else that I'm just not seeing right now?

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  • That is how system save/load is supposed to work, it save the state of the game at that point and loads it exactly as it was. Yes the audio can be fixed and no it won't have any negative impact.

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