   In the process of making rpg, need some advice
  Ok, im in the process of making a game for a final project in c++. I''m using SDL, and Dev-C++ (ofcourse!). Now, i need to run some ideas past you guys.1. Should I create a flat file database, or start working on a MySQL part to the game? If i should just use a flat-file database how should I got about making anti-cheat measures ( have some fags in my class that would love to exploit things )2. What would be the best mathematics for calculating HP, Atk, and all that other good stuff using values 1-255, anything over 255 is for special boss use only. 255 being 9999 all the time for damage, and have something random too.3. Where''s the best place to get sprites? Not having any great luck finding any good ones.
  1) I recommend using flat files with MD5 checksums. Databases are probably overkill. Use MD5 hashes to make sure the files are what they''re supposed to be, and maybe just embed those in the EXE file for final build. You might even try encrypting the stored hashes in the binary to prevent hex editing.2) I think you should just play around. There''s no "best". This is possibly one of the most important parts of RPG design--the battle system. Sorry, but you''re probably on your own for this. Remember, this is where half the creativity is.3) Google is your friend!;quote:Original post by hogosha  1. Should I create a flat file database, or start working on a MySQL part to the game? If i should just use a flat-file database how should I got about making anti-cheat measures ( have some fags in my class that would love to exploit things )How important is it to make it cheat proof? Do you REALLY care if someone wants to break your game? If it''s a multiplayer game, the answer is probably "yes," but if it''s single-player, this may not be worth your effort.As far as flat file vs. SQL --- how comfortable are you with doing an SQL database? If it''s as easy as breathing, then sure.... go ahead and do it. Or if it''s required by your class. Otherwise, don''t make extra work for yourself. Make it flat, easy to install, easy to mess around with.quote:2. What would be the best mathematics for calculating HP, Atk, and all that other good stuff using values 1-255, anything over 255 is for special boss use only. 255 being 9999 all the time for damage, and have something random too.Why have attack and hit points at all? If you are trying to imitate the combat system from a particular game, use that game''s method as a model, and work up from there. The key thing you want is granularity that can scale nicely for a wide range of abilities. So why not use a float value? Everybody is on a scale from 0.0 to 1.0... and you can represent this by filling in a percentage of a health bar on the screen? Rather than having more hit points, the tougher creatures simply take less damage per hit?It''s REALLY up to you, and how you want to represent things. Don''t limit yourself to doing it "the same way everyone else does it," or "the same way Final Fantasy does it."  Break new ground!;  but i want to have stats the correspond to everything, and the math of it intrigues me because i can''t quite figure it out.   ;quote:Original post by hogosha  but i want to have stats the correspond to everything, and the math of it intrigues me because i can''t quite figure it out.    The more math and stats involved in your battle system, the more of a pain it will be to test and tweak. 