Game save system?
#1 Members - Reputation: 254
Posted 20 December 2012 - 05:27 AM
Anyway, I am wanting to create a game save system so that at the end of each "day" turn the game will automatically save your progress and you can quit the game and come back and resume play later. I figure I would have to do this with file i/o or something, but I'm not really sure how to implement it.
First, there are a TON of variables to keep track of. There's the player's entire inventory, all the parameters of the pet, what day it is, money, the player's skills, etc.
Second, I feel like if you create a file and write to it, the player could just open the file and edit it and give themselves lots of money or a very powerful pet.
I tried searching on this forum but "game save" and similar returns pretty much half the topics on the board in the results. Same for search engines just get a bunch of unrelated stuff.
I've never had to create a game save system before so I am kinda lost, especially since it seems like this one will need to keep track of a lot of information.
#2 Members - Reputation: 419
Posted 20 December 2012 - 05:33 AM
The file output would be very difficult for a normal computer user to "hack" .
Edited by Shippou, 20 December 2012 - 05:36 AM.
#3 Members - Reputation: 300
Posted 20 December 2012 - 08:30 AM
#4 Members - Reputation: 1613
Posted 20 December 2012 - 09:29 AM
In simple terms, there are the typical stats that you always must save: day, and pet's Attributes (health, niceness, whatever else the pet can have). Then, for the dynamic items (inventory), you would simply write how many items the pet has, then write the items to disk. When reading back, you first read the amount of items, then read back each item and save in inventory.
---(Old Blog, still has good info): 2dGameMaking
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"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
#6 Members - Reputation: 254
Posted 20 December 2012 - 06:31 PM
#7 Members - Reputation: 119
Posted 21 December 2012 - 12:25 AM
I would say this is beyond serialization. Personally I would use a SQLite database. On game load you can do one big data read and on exit one big data write. This would also give you the advantage of organizing the data rather than serializing multiple object.
But does that really make sense? What do you get from a SQLite database if all you want is to do a big one load and save? You get the atomic write operation, sure, but still, it seems overkill and over-engineering to me. The only place I would use SQLite is in a scenario where I intend to query for the data when I need it (as in with real databases). Probably a good example is a Football Manager type of game.
#8 Members - Reputation: 300
Posted 21 December 2012 - 06:25 AM
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Posted 21 December 2012 - 09:16 AM
Check out my new blog: Morphexe
#10 Members - Reputation: 1613
Posted 21 December 2012 - 10:10 AM
Let me give you an example Save load for a simple Pet Game.
Let's assume you have a Pet class. In this class it has the pet's age (based on days), it's health, and it's happiness. let's also assume it has an inventory of items which are unique based on some unique int ID. Let's also add a Save() and Load() function. At it's definition, it may look like this:
#include "TItem.h"
enum THappiness {
SAD_PET,
CONTENT_PET,
HAPPY_PET
};
class TPet {
private:
int Age;
int Health;
std::string Name;
THappiness Happiness;
std::vector<TItems> Inventory;
public:
TPet(std::string petName);
~TPet();
void AddItem(TItem item);
std::vector<TItems> GetInventory();
std::string GetName();
int GetHealth();
void Sethealth(int Health);
int GetAge();
void IncreamentAge();
THappiness GetHappiness();
void SetHappiness(THappiness happiness);
void Load(std::string saveFileName);
void Save(std::string saveFileName);
};
I'm not going to worry about the other files, and no go into detail about reading and writing to files (nor loops), but your save and load would do something like this (in Pseudo-code):
void TPet::Save(std::string saveFileName)
{
FileType saveFile = FileOpen(saveFileName);
// We know Age Health and happiness will always be the same length, so we can write them in without
// having to write in the length of the data
WriteFile(saveFile, &Age, sizeof(Age));
WriteFile(saveFile, &Health, sizeof(Health));
WriteFile(saveFile, &Happiness, sizeof(Happiness));
// Store the Name, but give it the name length 1st
int length = Name.size();
WriteFile(saveFile, &length, sizeof(length));
// loop through and write each character
// Now write the number of inventory items
length = Inventory.size();
WriteFile(saveFile, &length, sizeof(length));
// now loop through and store each item id, assuming you can access TItem::GetId()
CloseFile(saveFile);
}
// In load you do the same thing in the same order
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
#11 Members - Reputation: 219
Posted 05 January 2013 - 11:36 PM
Let me give you an example Save load for a simple Pet Game.
Let's assume you have a Pet class. In this class it has the pet's age (based on days), it's health, and it's happiness. let's also assume it has an inventory of items which are unique based on some unique int ID. Let's also add a Save() and Load() function. At it's definition, it may look like this:
#include "TItem.h" enum THappiness { SAD_PET, CONTENT_PET, HAPPY_PET }; class TPet { private: int Age; int Health; std::string Name; THappiness Happiness; std::vector<TItems> Inventory; public: TPet(std::string petName); ~TPet(); void AddItem(TItem item); std::vector<TItems> GetInventory(); std::string GetName(); int GetHealth(); void Sethealth(int Health); int GetAge(); void IncreamentAge(); THappiness GetHappiness(); void SetHappiness(THappiness happiness); void Load(std::string saveFileName); void Save(std::string saveFileName); };
I'm not going to worry about the other files, and no go into detail about reading and writing to files (nor loops), but your save and load would do something like this (in Pseudo-code):
void TPet::Save(std::string saveFileName) { FileType saveFile = FileOpen(saveFileName); // We know Age Health and happiness will always be the same length, so we can write them in without // having to write in the length of the data WriteFile(saveFile, &Age, sizeof(Age)); WriteFile(saveFile, &Health, sizeof(Health)); WriteFile(saveFile, &Happiness, sizeof(Happiness)); // Store the Name, but give it the name length 1st int length = Name.size(); WriteFile(saveFile, &length, sizeof(length)); // loop through and write each character // Now write the number of inventory items length = Inventory.size(); WriteFile(saveFile, &length, sizeof(length)); // now loop through and store each item id, assuming you can access TItem::GetId() CloseFile(saveFile); } // In load you do the same thing in the same order
I got a related question to this. Can't you just write a whole instance of a object to the binary file, and then load a full object with a load function? Or am I missing something?
#12 Members - Reputation: 1005
Posted 06 January 2013 - 05:36 AM
Yes, that you have absolutely no idea how the data is stored internally (there could be padding or not) and even changing compiler settings could override that (which is why some compilers have #pragmas to override this).
That example still makes a mistake though as it completely ignores the endianess of the system. Save a file in a little endian system then try to load it in a big endian system... you won't like it (this only matters for portability reasons, but there's not much of an excuse to avoid it). Also you the size of the variable types may change (e.g. a common recent case would be 32-bit vs 64-bit). You'll need to write individual bytes to work around that (then at least you can be guaranteed in which order they'll be stored in the file and with what size).
EDIT: oh, also even if none of the above was an issue, what if you change the object for whatever reason, e.g. to add a new variable or something? If you save the object as-is, suddenly old saves won't be usable anymore.
Edited by Sik_the_hedgehog, 06 January 2013 - 05:37 AM.
#13 Members - Reputation: 1613
Posted 06 January 2013 - 11:52 AM
Let me give you an example Save load for a simple Pet Game.
Let's assume you have a Pet class. In this class it has the pet's age (based on days), it's health, and it's happiness. let's also assume it has an inventory of items which are unique based on some unique int ID. Let's also add a Save() and Load() function. At it's definition, it may look like this:
#include "TItem.h" enum THappiness { SAD_PET, CONTENT_PET, HAPPY_PET }; class TPet { private: int Age; int Health; std::string Name; THappiness Happiness; std::vector<TItems> Inventory; public: TPet(std::string petName); ~TPet(); void AddItem(TItem item); std::vector<TItems> GetInventory(); std::string GetName(); int GetHealth(); void Sethealth(int Health); int GetAge(); void IncreamentAge(); THappiness GetHappiness(); void SetHappiness(THappiness happiness); void Load(std::string saveFileName); void Save(std::string saveFileName); };
I'm not going to worry about the other files, and no go into detail about reading and writing to files (nor loops), but your save and load would do something like this (in Pseudo-code):
void TPet::Save(std::string saveFileName) { FileType saveFile = FileOpen(saveFileName); // We know Age Health and happiness will always be the same length, so we can write them in without // having to write in the length of the data WriteFile(saveFile, &Age, sizeof(Age)); WriteFile(saveFile, &Health, sizeof(Health)); WriteFile(saveFile, &Happiness, sizeof(Happiness)); // Store the Name, but give it the name length 1st int length = Name.size(); WriteFile(saveFile, &length, sizeof(length)); // loop through and write each character // Now write the number of inventory items length = Inventory.size(); WriteFile(saveFile, &length, sizeof(length)); // now loop through and store each item id, assuming you can access TItem::GetId() CloseFile(saveFile); } // In load you do the same thing in the same order
I got a related question to this. Can't you just write a whole instance of a object to the binary file, and then load a full object with a load function? Or am I missing something?
No, you can't. In the class, there are instances of std::string, and a Vector Of Items being stored. What is actually stored for those values in the class instance is only an address. So, you need to explicitly store each of those items (the character's in the string, and the inventory items stores in the vector).
Edited by BeerNutts, 06 January 2013 - 11:53 AM.
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
#14 Members - Reputation: 1613
Posted 06 January 2013 - 12:05 PM
Yes, that you have absolutely no idea how the data is stored internally (there could be padding or not) and even changing compiler settings could override that (which is why some compilers have #pragmas to override this).
That example still makes a mistake though as it completely ignores the endianess of the system. Save a file in a little endian system then try to load it in a big endian system... you won't like it (this only matters for portability reasons, but there's not much of an excuse to avoid it). Also you the size of the variable types may change (e.g. a common recent case would be 32-bit vs 64-bit). You'll need to write individual bytes to work around that (then at least you can be guaranteed in which order they'll be stored in the file and with what size).
EDIT: oh, also even if none of the above was an issue, what if you change the object for whatever reason, e.g. to add a new variable or something? If you save the object as-is, suddenly old saves won't be usable anymore.
This is a ridiculous thing to be concerned about for a beginner's project.
This is a "For Beginner's" forum, so explaining endianness to beginner's is like explaining calculus to a Pre-Algebra class; calculus is good to know, but not for Pre-Algebra students.
You're assuming #1, the user will make this game for different platforms (and different OS's), and #2, he's planning on supporting saving on one machine and loading on another. I'll guarantee you he's not.
As far as having different version of saved files, that's something, but my example was just that; an example, to give this guy an idea of how to save. Heck, it's obvious not complete, I didn't even fill out the loops. Leave the advanced details to other forums looking for advanced help.
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
#15 Members - Reputation: 219
Posted 06 January 2013 - 02:13 PM
Ok, thank you very much for explaining thatNo, you can't. In the class, there are instances of std::string, and a Vector Of Items being stored. What is actually stored for those values in the class instance is only an address. So, you need to explicitly store each of those items (the character's in the string, and the inventory items stores in the vector).
I got a related question to this. Can't you just write a whole instance of a object to the binary file, and then load a full object with a load function? Or am I missing something?
Let me give you an example Save load for a simple Pet Game.
Let's assume you have a Pet class. In this class it has the pet's age (based on days), it's health, and it's happiness. let's also assume it has an inventory of items which are unique based on some unique int ID. Let's also add a Save() and Load() function. At it's definition, it may look like this:#include "TItem.h" enum THappiness { SAD_PET, CONTENT_PET, HAPPY_PET}; class TPet {private: int Age; int Health; std::string Name; THappiness Happiness; std::vector<TItems> Inventory; public: TPet(std::string petName); ~TPet(); void AddItem(TItem item); std::vector<TItems> GetInventory(); std::string GetName(); int GetHealth(); void Sethealth(int Health); int GetAge(); void IncreamentAge(); THappiness GetHappiness(); void SetHappiness(THappiness happiness); void Load(std::string saveFileName); void Save(std::string saveFileName); };
I'm not going to worry about the other files, and no go into detail about reading and writing to files (nor loops), but your save and load would do something like this (in Pseudo-code):void TPet::Save(std::string saveFileName){ FileType saveFile = FileOpen(saveFileName); // We know Age Health and happiness will always be the same length, so we can write them in without // having to write in the length of the data WriteFile(saveFile, &Age, sizeof(Age)); WriteFile(saveFile, &Health, sizeof(Health)); WriteFile(saveFile, &Happiness, sizeof(Happiness)); // Store the Name, but give it the name length 1st int length = Name.size(); WriteFile(saveFile, &length, sizeof(length)); // loop through and write each character // Now write the number of inventory items length = Inventory.size(); WriteFile(saveFile, &length, sizeof(length)); // now loop through and store each item id, assuming you can access TItem::GetId() CloseFile(saveFile);} // In load you do the same thing in the same order
So I would have to save everything inside a class separate and then load it in the right order later?
Edited by Nausea, 06 January 2013 - 02:18 PM.
#16 Members - Reputation: 1613
Posted 06 January 2013 - 02:47 PM
Ok, thank you very much for explaining that
So I would have to save everything inside a class separate and then load it in the right order later?
If you have items like strings or a list of items, then you will have to manually write and then read that data out.
If you only have native types, like int's, then you can store that inside a struct (or possibly a class), and just write the struct data to a file, and then read it back just as you wrote it, like this:
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
#17 Members - Reputation: 1677
Posted 06 January 2013 - 11:09 PM
Seriously, though, it sounds more complex than it is. When you start doing it yourself it should come out sort of naturally. Just start by writing the dump functions and setting everything up for that, then start writing the load functions and adjust the dump functions as needed until everything matches up. If you get stuck then just post showing where you're at and ask for help.
In terms of security, which was mentioned by OP, if I want to cheat in a game I typically just modify the values in memory while it's running, so I wouldn't worry too much about the savefile format until it becomes an issue in competitive environments or something. Basically the more powerful you make your security the more hackers get off on breaking it. Even giant companies like Sony or Nintendo can't engineer foolproof systems with millions of dollars of research, so....
Serialization is enough to stop people that don't care. Nothing is enough to stop people that do care.
There are ten kinds of people in this world: those who understand binary and those who don't.






