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DBabicius
Guest
Hello, fellow game developers!
I'm facing a curious, yet - I hope - not uncommon dilemma.
For a while, I've been making a puzzle/arcade game for both Steam and Mobile stores. The game has three modes, and in two of them achieving a high score is the player's primary task. The player scores points by collecting certain objects of different values.
Now, lately I've been saving high scores and other game-related values to INI files. I know it's a poor choice, since INI files are quite easy to manipulate by anyone with basic Notepad skills. Also, I created a system where a corresponding INI file would be opened and the new high score saved not instantly after the play ends, but every time the player collects an object that grants them additional points, effectively achieving a new record. For example: if the player's previous high score was 1000 points, and they beaten it by reaching 1001 points and then collected 3 more objects each worth 10 points, the INI file would be opened and a new record saved 4 times: when they reached 1001 points, then 1011 points, 1021 points and 1031 points. I went with this system, so that if for some reason the device runs out of battery or something (not necessarily the game) crashes before the run ends, the player would still have their high score saved.
I hope my description was clear enough. Now these are 3 questions that bother me before switching to DS-based saving.
I'm grateful for your advice, and I apologize for my English.
I'm facing a curious, yet - I hope - not uncommon dilemma.
For a while, I've been making a puzzle/arcade game for both Steam and Mobile stores. The game has three modes, and in two of them achieving a high score is the player's primary task. The player scores points by collecting certain objects of different values.
Now, lately I've been saving high scores and other game-related values to INI files. I know it's a poor choice, since INI files are quite easy to manipulate by anyone with basic Notepad skills. Also, I created a system where a corresponding INI file would be opened and the new high score saved not instantly after the play ends, but every time the player collects an object that grants them additional points, effectively achieving a new record. For example: if the player's previous high score was 1000 points, and they beaten it by reaching 1001 points and then collected 3 more objects each worth 10 points, the INI file would be opened and a new record saved 4 times: when they reached 1001 points, then 1011 points, 1021 points and 1031 points. I went with this system, so that if for some reason the device runs out of battery or something (not necessarily the game) crashes before the run ends, the player would still have their high score saved.
I hope my description was clear enough. Now these are 3 questions that bother me before switching to DS-based saving.
1. I could afford the aforementioned logic of saving high score multiple times throughout the run as opposed to one single time at its end mostly because INI files are so quick to work with, and opening/closing them had no negative effect on the game's performance. May the same be said about DS map-based saving (I mean, all the stuff including creating a new DS-map, saving the score to it, transforming the DS map contents to a JSON, writing the JSON to a file and then possibly both closing the file and deleting the DS map)?
2. If the aforementioned option is viable, should I create a corresponding DS map only at the beginning of the run and then delete it at its end, or should I create and delete a DS map every time a fresh high score is recorded?
3. And finally, the question that gives me the most headache, and it's mostly related to game design. Would you say that the added value of saving high score so often is rather... minuscule? I mean, if the player finishes the run, their score will be saved all the same, so maybe saving the score so often just for the sake of the few cases, where something goes wrong and crashes, is a bit too much and most players don't see it as a must? In your opinion, what are the usual conventions of the industry regarding this dilemma?
2. If the aforementioned option is viable, should I create a corresponding DS map only at the beginning of the run and then delete it at its end, or should I create and delete a DS map every time a fresh high score is recorded?
3. And finally, the question that gives me the most headache, and it's mostly related to game design. Would you say that the added value of saving high score so often is rather... minuscule? I mean, if the player finishes the run, their score will be saved all the same, so maybe saving the score so often just for the sake of the few cases, where something goes wrong and crashes, is a bit too much and most players don't see it as a must? In your opinion, what are the usual conventions of the industry regarding this dilemma?
I'm grateful for your advice, and I apologize for my English.
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