Designing tables for storing various requirements and stats for multiplayer game

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感情败类 2021-01-30 00:41

Original Question:

Hello,

I am creating very simple hobby project - browser based multiplayer game. I am stuck at designing tables for storing information abou

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  •  难免孤独
    2021-01-30 01:11

    I've done something sort of similar and my general solution was to use a lot of meta data. I'm using the term loosely to mean that any time I needed new data to make a given decision(allow a quest, allow using an item etc.) I would create a new attribute. This was basically just a table with an arbitrary number of values and descriptions. Then each character would have a list of these types of attributes.

    Ex: List of Kills, Level, Regions visited, etc.

    The two things this does to your dev process are:

    1) Every time there's an event in the game you need to have a big old switch block that checks all these attribute types to see if something needs updating

    2) Everytime you need some data, check all your attribute tables BEFORE you add a new one.

    I found this to be a good rapid development strategy for a game that grows organically(not completely planned out on paper ahead of time) - but it's one big limitation is that your past/current content(levels/events etc) will not be compatible with future attributes - i.e. that map won't give you a region badge because there were no region badges when you coded it. This of course requires you to update past content when new attributes are added to the system.

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