MonoGame rules and saves
Stores progress independently of graphics objects and validates it before restoring play. It plans older-format conversion and interrupted-write recovery while retaining the player’s previous usable save.
monogame-gameplay-save
See how it helpsWhen is it useful?
Use when implementing damage, rewards or persistent progression in MonoGame.
What does it help you do?
- Uses stable entity identifiers and explicit rule transitions.
- Validates saved data before replacing active game state.
- Keeps a prior valid save through interrupted writes or migration failures.
Try asking this
Save our farming game’s crops, inventory and day number using stable identifiers. Test a save from before a crop was removed and an interrupted replacement write. Restore a coherent world or explain the recovery option without silently erasing the player’s last valid season.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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MonoGame — gameplay save
Use when implementing MonoGame rules, collision state, progression or versioned saves.
Version and project gate
Inspect Project and .NET target, MonoGame package/backend, Game loop settings, MGCB files/tool versions, content root, GraphicsProfile, platform libraries and existing screen/state architecture. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Separate domain state from GraphicsDevice and Content objects. Use stable item/entity identifiers and explicit transitions for damage, death and rewards. Version persisted data and validate it before replacing live state. Keep a previous valid save during write/migration failure.
Deliver
A rules/save module whose behavior can be exercised without the renderer, plus clear recovery behavior. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
Do not serialize graphics handles or treat client-local save data as authoritative online entitlement.
Acceptance scenario
Duplicate a hit event, reload an older save, interrupt a copied save write and restart without awarding a result twice. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Mox. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
