Hi Daniel,
Godot works well with a Dictionary datastructure. This can be serialized to and from a JSON string/textfile.
https://docs.godotengine.org/en/latest/getting_started/workflow/best_practices/data_preferences.html?highlight=dictionary
https://docs.godotengine.org/en/latest/classes/class_dictionary.html?highlight=hash
Here's an example for a local declaration of such a structure:
var lvlInfo = {
"areas": [
{
"res": "res://levels/area_0b.tscn",
"menuCameraPos": "Level/area_0/menuCameraPos",
"spots": "Level/area_0/CameraSpots",
"levels" : [
{"startpos": "startpos1",
"boatIndex": 0,
"init": {
"show": ["Level/area_0/Area_0","Player/Cat1"],
"moor": ["br","ar"],
"camprep": "circle",
"camera": "left"
},
"complete": {
"enter": "Area_0"
},
"hints": {
"b_notmoored" : {
"and" : ["b_moorinit"],
"hint": "moor"
},
"b_throttleup" : {
"and" : ["b_notmoored"],
"hint": "throttleup"
}
}
}
]
}
]
}
Such a structure can be built from arbitrary data, CSV, JSON or whatever you want to parse/encode. (JSON is already implemented as I said). It can be also be assembled from separate structures.
Holding 2000 variables + some parameters each should be no problem.
The app/game can save this data to local space or transfer it as a string or whatever structure to remote servers.