I am creating a multiplayer RPG game based off Pokemon (woooohhh another one!) I've been busy developing lots of systems to build up the game and I thought it'd be better to consider a save load system sooner than later. It's important to allow players to save and resume their game.
I was researching into how they work and found this system.
In addition to what these system appear to support, I need to save arrays, hashtables and even custom objects. Below is an abstract of what I think I need to save. If you haven't played Pokemon for reference, just look at the Data Type I mention which is either how I currently have or how I think I will save the information during the game. This is an early list and I'm sure I'll need to add more to it later.
Character Name
Data Type: String
Game Progress to track what players have done
Data Type: Boolean array
Gym Badge Completion (I want to keep this separate to game progress)
Data Type: Boolean array
Pokemon Party & Pokemon Storage
Data Type: Hashtable
Custom Inventory System (allows multiple inventories)
Data Type: Hashtable
Pokemon Info (Pokemon's stats, levels, abilities, status, HP, MP, etc.)
Data Type: Custom Object (there will be 1 per Pokemon as saved in the Pokemon Party & Storage hashtable)
Player Zone
Data Type: integer
Player Music Key
Data Type: integer
Player Location
Data Type: loc object or real X & Y co-ordinates
I think the challenges I face are:
- Using a custom object like "Pokemon Info" for the Save & Load system.
- Storing a Hashtable into a Save & Load system
- Ensuring compatibility of old codes with new versions
I think these code systems essential convert rudimentary data types (ints, strings, reals, booleans) into encrypted text, often using the player's name as the encryption key. What of the Hashtables and custom objects? Do I need to break them down into rudimentary data types first and use the system? These save & load systems look pretty complex to create, so I'd like to use an existing system if possible.
I was researching into how they work and found this system.
In addition to what these system appear to support, I need to save arrays, hashtables and even custom objects. Below is an abstract of what I think I need to save. If you haven't played Pokemon for reference, just look at the Data Type I mention which is either how I currently have or how I think I will save the information during the game. This is an early list and I'm sure I'll need to add more to it later.
Character Name
Data Type: String
Game Progress to track what players have done
Data Type: Boolean array
Gym Badge Completion (I want to keep this separate to game progress)
Data Type: Boolean array
Pokemon Party & Pokemon Storage
Data Type: Hashtable
Custom Inventory System (allows multiple inventories)
Data Type: Hashtable
Pokemon Info (Pokemon's stats, levels, abilities, status, HP, MP, etc.)
Data Type: Custom Object (there will be 1 per Pokemon as saved in the Pokemon Party & Storage hashtable)
Player Zone
Data Type: integer
Player Music Key
Data Type: integer
Player Location
Data Type: loc object or real X & Y co-ordinates
I think the challenges I face are:
- Using a custom object like "Pokemon Info" for the Save & Load system.
- Storing a Hashtable into a Save & Load system
- Ensuring compatibility of old codes with new versions
I think these code systems essential convert rudimentary data types (ints, strings, reals, booleans) into encrypted text, often using the player's name as the encryption key. What of the Hashtables and custom objects? Do I need to break them down into rudimentary data types first and use the system? These save & load systems look pretty complex to create, so I'd like to use an existing system if possible.