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Managing Game Content at Scale Print

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Organising large amounts of data.

WHAT GAME DATA INCLUDES

Item and character definitions Level and encounter configuration Dialogue and text Balance values Progression tables

WHERE TO KEEP IT

In data files or a database, not in code.

WHY

Designers must change it without programmer involvement or rebuilds.

WHAT FORMATS SUIT

Spreadsheets, for tabular balance data Structured text files, for hierarchical data Engine-native assets, for things needing references

WHY SPREADSHEETS PERSIST

Designers are fast in them, and comparison across rows is natural.

WHAT TO BUILD

Import from those into game data, with validation.

WHAT TO VALIDATE

References that must exist Values within permitted ranges Required fields present Uniqueness of identifiers

WHY VALIDATION MATTERS MOST HERE

A broken reference in data crashes the game at an arbitrary moment.

WHAT TO VERSION CONTROL

All of it.

WHAT TO AVOID

Data edited directly in a built game Values duplicated across files Identifiers that are display names

WHY THAT LAST POINT

Renaming for presentation then breaks every reference.

WHAT TO USE INSTEAD

Stable identifiers, with display names separate.


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