I was thinking about the .lsd files and how I will manage them. You know, I don't have to really work with them since my engine is the only program that would need to. I could invent my own format. Why would I do this? Well, I wonder if I can implement an up/down gradeable save system.
One of the most annoying things about RPG Maker 2003 was that when you wanted to make a treasure chest, you had to add another switch. I'm thinking of implementing a mode that treats the first four variables and switches per-event. If you ever write to these variables or switches in your event code, the event's name, map, and data gets added on to the end of the save file.
I'll hash the events by their name and location on the map so two events with the same editor name cannot possibly have the same identity and can withstand being saved in different orders in the .lmu file.
You make ONE treasure chest for example, and copypasting it 8 times wields 8 different chests that all open independently. This oughtta cut the tedium down.