Does anybody share my "On-Demand Update" Philosop in Design Philosophy
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It's a ***** to code in, but in my game, since it's a roleplay with an RPG system built in, i like to upgrade enemy databases, skills, equipment, buffs, and things like that on the go. I don't like it when I have to code in some new feature and reboot the server to disrupt the roleplay
Therefore I adopted the "On-Demand" Philosophy where i make it possible to update the various 'databases' in the game without requiring reboots. Things like equipment, enemies, skills, and even skill trees are editable in the server
Does anybody else share this philosophy, and if so, how do you go about executing it?
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Have you heard about XML? See [link], and http://web.archive.org/web/20070523201137/http:// www.byondscape.com/ascape.dmb/Deadron.2003-0517/ for an archived copy of the article mentioned. (The link in the post is broken.) The "Making your games data-driven" section is fairly relevant here.
Note that Deadron's XML Library isn't the only one on the block; Popisfizzy made one, too.