bennythebear![]() Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
i was just wondering what do online games typically use to store player data? what kind of database would be used? i'm asking because i'm learning web development(switched over from networking), and will prob'ly be learning microsoft's sql(not sure of the name) and i'll be using vb.net. i was wondering if you could use that to store the players data? keep in mind, i'm very much a noob to programming in general, but i like to think ahead, so i'll know what to be looking into/learning. any help/advice would be appreciated. oh, and i'm talking about stand alone games that are multi-player, not the php based type strategy games. but something like dofus(dofus.com). ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs |
jestermax![]() Member Posts: 1064 From: Ontario, Canada Registered: 06-21-2006 |
if it's a standalone multiplayer game... then do you need to actually store the data? if you need to store things like user accounts or characters for the users (ala Diablo...i think.... its been a while) then you would probably use Microsoft SQL Server. Don't get it mixed up with SQL though; SQL is a standardized language (an easy one to learn) that is used but many groups and companies, whereas MS SQL Server uses SQL and adds functionality. |
SSquared![]() Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
I am wondering if a database may really be necessary. Are you thinking of having all the data stored on some central server? Also, if you want the average user to play, will it be necessary for them to install a database? This is something I have been struggling with for years. A database is perfect for some ideas I have, but most people will not know how to install and maintain one. You may want to look into storing the data as XML. With ADO.NET, reading/writing XML data is simple and very straight forward. |
dartsman![]() Member Posts: 484 From: Queensland, Australia Registered: 03-16-2006 |
Say for an MMORPG, you would most likely have a central server which holds the database of information... that server will be running the server side app of the game, which would most likely not look anything like a standard client app. Then when clients request information from the server they just send a message and the server will process the message and then did into the database and retrieve that information. That way the client doesn't have any association with the database and have to install MS Access or the companies own in-house database system (which is more likely the case). On the other hand, for Client side online games (not to get mixed up with MMORPG client side app though), you may as well handle all the clients information (stats) on the client side, but possibly have the highscore sent to the server, and retrieved from the server. Hopefully that was clear?? lol (good ole buddboy ------------------ |
bennythebear![]() Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
quote: that's the kind of thing i had in mind. ...i got some more questions. like what's a design doc? also, does anyone know where i can get some info on the game development process? ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs |
dartsman![]() Member Posts: 484 From: Queensland, Australia Registered: 03-16-2006 |
A design document is pretty much the entire game outlined in a single document. It *should* be at least. Most of the time in small projects it is rather forgotten or a smaller version is used. Although yes, the design will normally be changing through development (unforseen issues), the *basic* game won't change (well under normal circumstances). It is there to keep you on track feature wise. For game development stuff, check out www.gamedev.net They have some good articles on game design... http://www.gamedev.net/reference/list.asp?categoryid=23 Game Design Documents Articles I would recommend using them as more of a "template" and then modifying them to not only the game, but also to your writting style. The design document *should* also be able to be given to say a team outside of the project to enable them to make your game just from the design document. The design document shouldn't be littered with code, that should be left for the Technical Document. Think of the design document as what they will see and how to do that (in non-programmer format), and the Technical Document as what the programmers do to get the finished product. Anywho, most design documents seem to lack some stuff (or not even exist). It's also a good idea to not only have your source code and media (graphics/audio/scripts/etc.) on some sort of source control system but to also have the documents as well. That way you can track updates to the documents, and also allows other people to update issues or even just note them (comments in MS Word). ------------------ |
bennythebear![]() Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
thanks for the links. i havne't had time to read everything(that will take a while!), but it should help me out a whole lot. it seems to have everything i need to get started. thanks again for all help. ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs |