It's been requested that we demonstrate a save/load system that takes into account http://abighole.hngamers.com/1sk9P for a shop, that would be flexible enough to handle either single or multiplayer.
These are always highly game-specific, so getting a few specs out of the way:
1) Unique save file name, or character name.
2) Load into a .sav specified map, or unlock and selection via gui. (multiple maps running simultaneously on a server can be a bit hairy without some fundamental re-writes.)
3) Save files stored on the server it's self, or info passed along during the client connection.
Given assumptions:
Character name storage/retrieval either via .sav name, or retrieved from file.
Loadout retrieved from .sav file.
No third party save storage/account server.
Baseline .sav format consists of a minimum character name, primary weapon, cash, highest completed level.
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A pause function is beyond scope. Mostly that'll be something to consider during an AI pass, since that's the most likely involved work there.
Regarding encryption, since it was expressed that this was intended to be a demonstration piece folks can build off of, I'm presently thinking along the lines of a of a pair of method sets:
1) get/set connectiondata (things like equipped weapon at time of log-off, name, location, ect)
2) get/set metadata (things like previously purchased but not selected weaponry, last map unlocked, ect)
Likely leave storage in plain text there for development verification, with actual encryption left as an exercise for the reader.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
It's been requested that we demonstrate a save/load system that takes into account http://abighole.hngamers.com/1sk9P for a shop, that would be flexible enough to handle either single or multiplayer.
These are always highly game-specific, so getting a few specs out of the way:
1) Unique save file name, or character name.
2) Load into a .sav specified map, or unlock and selection via gui. (multiple maps running simultaneously on a server can be a bit hairy without some fundamental re-writes.)
3) Save files stored on the server it's self, or info passed along during the client connection.
Given assumptions:
Character name storage/retrieval either via .sav name, or retrieved from file.
Loadout retrieved from .sav file.
No third party save storage/account server.
Baseline .sav format consists of a minimum character name, primary weapon, cash, highest completed level.
Thomas suggested for non mplayer usage to add
a pause function.
Regarding
1) a unique save file name would suit best
2) Unlock and selection via gui would be best
for splayer and a multiplayer campaign
3)for the mplayer solution only/ the splayer might need just a basic solution
that brings me to the question
Could we make the save files encrypted?
A pause function is beyond scope. Mostly that'll be something to consider during an AI pass, since that's the most likely involved work there.
Regarding encryption, since it was expressed that this was intended to be a demonstration piece folks can build off of, I'm presently thinking along the lines of a of a pair of method sets:
1) get/set connectiondata (things like equipped weapon at time of log-off, name, location, ect)
2) get/set metadata (things like previously purchased but not selected weaponry, last map unlocked, ect)
Likely leave storage in plain text there for development verification, with actual encryption left as an exercise for the reader.
2) get/set metadata - sounds interesting and might just be the way to go
actual encryption left as an exercise for the reader , ic where you are aiming with this
sounds good.