save-slots-level-unlocks-continue
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Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2A step-by-step example that goes from an empty world to a small level-based game: four short levels in a row, three save slots, each level unlocking when the one before it is finished, and a Continue button on the title screen that picks up where the player left off. It uses saveKit and menusKit, both installed from ZeroMind. Every step was done and seen working in a fresh, empty world. For the ideas behind each saveKit call, read the how-to guide, *How to save player progress with saveKit* ("See also" at the end says how to open it).
Step by step from an empty world to a small level-based game: add save slots to my game, unlock the next level when the previous one is finished, and a Continue button on the title screen that picks up where the player left off, using saveKit and menusKit from ZeroMind.titleExample: save slots, level unlocks and a Continue button (a small level-based game with saveKit and menusKit)Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Problems
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agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.