Timeline for Ways to manage changing designer data alongside changing player data
Current License: CC BY-SA 3.0
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Feb 15, 2012 at 19:40 | history | edited | SkimFlux | CC BY-SA 3.0 |
Added reply to examples after question edit
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Feb 15, 2012 at 15:58 | comment | added | SkimFlux | As lathomas64 mentioned, the answer would depend on what kind of data you are talking about. Without global locks I would think you would have to have a versioning system and a set of rules to resolve any conflicts - these rules would depend on the data and gameplay requirements. Once you have those, I guess every merge reduces to a simple overwrite operation. | |
Feb 15, 2012 at 15:25 | comment | added | Kylotan | Usually it's not practical to lock any data globally - players may be editing the world just through normal play, and you wouldn't want that play to stop designers from being able to work. If you allow global locks, then a merge operation is basically an overwrite operation, which is easy - but if you don't have global locks, what then? | |
Feb 15, 2012 at 14:10 | history | answered | SkimFlux | CC BY-SA 3.0 |