Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SobStories

Pages: [1]
1
General / Methodologies on storing/controlling game data
« on: March 12, 2024, 06:58:27 am »
Hello! I am currently using SFML to make a autoshooter (think vampire surivors/magic survival) project and having a lot of fun with it, but am starting to hit roadblocks when it comes to ideating how to handle handling game and asset data.

For example, on level up, I want a UI to appear where the player can select a weapon to gain/level up.
There is an weaponArray with the player's current weapons, but this of course is not inclusive of all weapons if the player does not have it.
I want this ui to include such weapons however, and to have descriptions, icons, and names specific to each weapon. Now I could likely create and access an array or struct, define all the weapons, but there may be in-game progression roadblocks on the weapon's addition (thus not wanting to add it to the eligible weapons on level up) - a lot of things to consider.

  • A bit of research has lead me in the direction of scripting - but I'm not even sure what this is and where to begin with it. Is it something specific to SFML or C++, and is lua the only option or is python also one?
  • I have also heard information on json files being used for metadata - but what is the benefit of json over simple text files?
  • Or am I simply overcomplicating things and should I stick to developing in C++. Are there any other approaches to consider?

I feel like I'll run into the same issues with dialogue - writing all the conversations in my .cpp and .h files doesn't seem like something I should do

Thank you for any considerations. I'm really hoping to be pointed in a general direction/videos to look at to understand my problem and my choices better. I believe these metadata management issues can be solved with straight C++, but should I?

Pages: [1]