Database management ?
by Pierre (DragoFire) Hay · in General Discussion · 12/04/2005 (2:05 pm) · 7 replies
I've been trying to figure out a effective means of managing a item/player database.
The problem is the database requires the ability to accept player modified items based on hardcoded (nonchangeable) items.
I'm trying to find a good solution to the problem, but not 100% sure which way to go. I could just hardcode every possible modifation, but that'll take ages to do.
Has anyone come across this problem before and found an workable solution?
The problem is the database requires the ability to accept player modified items based on hardcoded (nonchangeable) items.
I'm trying to find a good solution to the problem, but not 100% sure which way to go. I could just hardcode every possible modifation, but that'll take ages to do.
Has anyone come across this problem before and found an workable solution?
#2
What kind of database are you trying to create?
edit- skipped typo
12/04/2005 (2:28 pm)
Without understanding too much of the question, I do code database in C++ in stacks and queues, and use Valgrind to catch memory leaks. What kind of database are you trying to create?
edit- skipped typo
#3
The database needs to hold parent items/skills (key things {eg. type, stat's, etc...) and also hold character data (eg. Stat's, items, location, etc...). But I'm also trying to allow players to create new items and required related skills, and due to the large number of possible outcomes, I think it would be easier to allow player data entry for these items/skills, but not direct access to database.
example
Parent Weapon #1 (basic rifle, average ROF/range/wt./acc.)
Player wants to get a speciality rifle with the following;
Longer Range
Light Weight
Acc. to the point of hitting a fly at 500m-600m
The player purchases the require items to make the modifation and gets someone (player or NPC) to make it.
After success checks are meet the "new" rifle is made and depending of the success the rifle may be what the player request or not (maybe even better due to very good workmanship or worst depending on the success).
This item then needs to be added to the database, but due to being a one-off item requires extra info (location, current HP,etc..) to be stored.
I hope this makes it a little bit easier to understand what I'm trying to do.
One way I thought of was to Hardcode the parent items/skills and then link somehow to that from a second database that the players have access to.
I have thought about using ACCESS or something simular, but having second thoughts on that atm.
12/04/2005 (3:32 pm)
Ok I'll try to explain the question a little bit better (sorry about the way it was done in the first place).The database needs to hold parent items/skills (key things {eg. type, stat's, etc...) and also hold character data (eg. Stat's, items, location, etc...). But I'm also trying to allow players to create new items and required related skills, and due to the large number of possible outcomes, I think it would be easier to allow player data entry for these items/skills, but not direct access to database.
example
Parent Weapon #1 (basic rifle, average ROF/range/wt./acc.)
Player wants to get a speciality rifle with the following;
Longer Range
Light Weight
Acc. to the point of hitting a fly at 500m-600m
The player purchases the require items to make the modifation and gets someone (player or NPC) to make it.
After success checks are meet the "new" rifle is made and depending of the success the rifle may be what the player request or not (maybe even better due to very good workmanship or worst depending on the success).
This item then needs to be added to the database, but due to being a one-off item requires extra info (location, current HP,etc..) to be stored.
I hope this makes it a little bit easier to understand what I'm trying to do.
One way I thought of was to Hardcode the parent items/skills and then link somehow to that from a second database that the players have access to.
I have thought about using ACCESS or something simular, but having second thoughts on that atm.
#4
I would suggest sourceforge.net, and look at some of the game open source codes
sourceforge.net/search/?type_of_search=soft&forum_id=0&group_id=0&atid=0&words=g...
Hope this makes a start.
Good luck and best wishes,
~Tatjana
edit--
A page may be worth looking into
www.garagegames.com/mg/forums/result.thread.php?qt=192
~Tatjana
12/04/2005 (8:25 pm)
More than I expected. I would suggest sourceforge.net, and look at some of the game open source codes
sourceforge.net/search/?type_of_search=soft&forum_id=0&group_id=0&atid=0&words=g...
Hope this makes a start.
Good luck and best wishes,
~Tatjana
edit--
A page may be worth looking into
www.garagegames.com/mg/forums/result.thread.php?qt=192
~Tatjana
#5
functionality to your game.
Good Luck!
-Surge
12/05/2005 (5:07 am)
I think you want to read about sqLite/mysql or Dreamers 9 tuts on MMORPG. Both explain how to add thisfunctionality to your game.
Good Luck!
-Surge
#6
12/05/2005 (6:14 am)
Also check out TorqueDB resource from Matt "King Tut" Langley. A quick search should turn it up or even maybe Matt will see this thread and post the link for you ;)
#7
12/05/2005 (9:13 am)
Thanks guys, these are giving me a few idea, and worst luck a few more questions. LOL :)
Torque Owner Pierre (DragoFire) Hay
RedlineIT