Database Roundtable (Saturday) Josh's Notes
- In engine vs. Access or other prepackaged
- Problem with in-game: what if game is broken, still want to make levels/art
- To keep version information: backups, cumulative task databases
- Solves concurrency issue: two people working on same file
- Track changes: ex. localization! X changed to Y, but only X has been translated to german
- Always add to the database instead of update. Include comments why changes were made.
- Nice to be able to detect missing textures, and textures not being used in the game
- Daily builds for art assets
- Source Safe does not work with binary data: corruption of resources
- Button to reload data in game, button to export data to game, button to play game
- Handout made with Filemaker Pro, easy enough to be used by artists
- Others used Oracle 9i, found SQL to be powerful
- Access initially good, but has problems
- One person found MS Project crucial during the first 6 months of a 12 month project. Once there was less prediction needed, became more trouble than it was worth. At the end of the project, a to do list was better.
- Forrest for the trees: nice to be able to get an overview of the progress
- Smooth introduction of assets improved the rate that artists introduce content into the game. Before added in batches once a month, after smooth added 4 times a day
- Monolithic approach seems to rarely work, instead lots of little databases, with connections as needed. Later make a launch screen to jump into the appropriate database.
- Good for distributed teams, though dropping picture previews reduced bandwidth needs
- Wouldn't have tried until had the database: preload the data for a level, keeping assets from previous level used in this level
- Another: able to quickly change texture detail in a level
- Also used to specify animation transitions