SL21W34: Difference between revisions

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* '''Problem: PlayerFake movements are currently stateless'''
*'''Problem: PlayerFake movements are currently stateless'''
** 1. Showing different data based on positional information would be a shit idea
**1. Showing different data based on positional information would be a shit idea
** 2. Resulting in: We need to save personalized states at least partially for complex things (like tutorial-dad)
**2. Resulting in: We need to save personalized states at least partially for complex things (like tutorial-dad)
** 3. Saving states for everything would be overkill / shit
**3. Saving states for everything would be overkill / shit
** 4. Identifying the specific fake is difficult if we want to persist the data
**4. Identifying the specific fake is difficult if we want to persist the data


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* Implementation Fakestuff state management
*Implementation Fakestuff state management
** Add Unique persistable ids to fakes
**Add Unique persistable ids to fakes
** By default have unique id as null/unset to reduce data/lookups
***This might cause problems if we allow copy/transfer to other places in the gameworld
***Copying a player with conneted menu will be difficult as well
***as will be copying a player with movement connected
***needs ID-rewrite in all those connected systems
**By default have unique id as null/unset to reduce data/lookups
**
**

Revision as of 16:26, 25 August 2021

◄ SL21W33 | SL21W35 ►


  • Problem: PlayerFake movements are currently stateless
    • 1. Showing different data based on positional information would be a shit idea
    • 2. Resulting in: We need to save personalized states at least partially for complex things (like tutorial-dad)
    • 3. Saving states for everything would be overkill / shit
    • 4. Identifying the specific fake is difficult if we want to persist the data


  • Implementation Fakestuff state management
    • Add Unique persistable ids to fakes
      • This might cause problems if we allow copy/transfer to other places in the gameworld
      • Copying a player with conneted menu will be difficult as well
      • as will be copying a player with movement connected
      • needs ID-rewrite in all those connected systems
    • By default have unique id as null/unset to reduce data/lookups