Hello,
I am currently developing a game where players can create and save their own custom maps. I would like to implement a DataStore system that allows players to save very large builds, similar in scale to what is possible in games like Obby Creator.
Given the known limitations of Roblox’s DataStoreService (such as the 4 MB size cap per key and the API request budgets), I am wondering:
- How could I structure a saving system that allows maps of large or very large size to be reliably saved and loaded?
- How can I handle maps that exceed the DataStore size limit, ensuring that no data loss occurs?
- How should I approach saving and loading to maintain performance, especially when dealing with thousands of parts or complex player creations?
I am aiming to create a system that is scalable, reliable, and can handle maps with hundreds or even thousands of parts, while respecting Roblox’s DataStore restrictions.
If anyone has experience designing systems for saving large amounts of user-generated content, or any insight into techniques that would be applicable in this situation, I would greatly appreciate your advice.
Thank you for your time.