Let me preface this post with the obligatory. This is a hobby project not seeking to be the next "wow-killer" Just something I enjoy because I am inquisitive.
That being said, I have been following a series of tutorials by Christian Richards on YouTube. He uses Photon Server and Unity to do some neat things. I am trying to expand upon his architecture and database models.
I am at the point of creating characters and I got sidetracked by a bit. I've been reading up on database techniques and I think I have an idea of where I want to go but am not sure if its the correct direction to go.
Basically, I have a table that stores the player characters containing an ID, name, gender, and other character related things. I wanted to add a junction table to store the players skills as well as the xp they have earned in that skill. It seems that a Many-to-many relationship would be correct for this. As in Skills can be earned by many players, and players can have many skills. I think this is at least one way to go about this issue but am curious of other ways. I have looked at Planeshifts (open sourced ) database and they do something similar, although it seems it really depends on your gameplay how your database is laid out.
Would this method also be reasonable for storing items in players inventories, achievements players have earned, and other information for things that all players can have?
Also, I was planning on having a SQLite database client-side to store nothing but visual information. Like item stats, achievement info, quest text info and much more. The idea being that the server can send an id and the client can query the database for the proper way to display the object in question. I suppose this is more of a asset management question, but I like the idea of minimizing server bandwidth by sending id's only.
Thanks for your time and responses!
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