How would one go about managing missions for an online game through a database?
The reason I want to do it that way is so I can continuously update the available missions without having to push out updates every week.
I know there has to be some way to do this. I just can’t think of a way client side to update the actual functionality.
It’s a hacking game. So for example.
“Mission Name: ZetaFORGE: CDC Data.”
“Description”
“Payment” (what you get if you win).
“X”
“Y” (X & Y) would be the the location (float) of the position on the map inside Unity.
“Rank Required”
“Time To Complete”
Alright, that all sounds perfectly fine (in my opinion).
But where my question gets complicated on my end. Is how could one make the actual game know (Hey this is a file deletion hack, not an information system like the Social Security Administration). (So to show the proper UI’s, based on the mission type.). Then to actually (sense this is file deletion) - show the proper file based on the name of the file that needs to be deleted.
Sorry if this sounds overly complicated, just don’t know how else to explain it.
So pretty much longer story short.
1- Unity Reads the database when you login to game.
2- Unity reads the X & Y Coordinates and mission names then places them on the world map.
3- Tap the mission and load it.
4- Upon loading - load the correct (UI, Mission Info, any images if needed, etc).
Or do you think it would be wiser to make like let say, 1,000 missions locally for initial version, then if it starts to pick up, next update add 1,000 more missions + bug fixes.
So then, just per update, make it read a database for the proper payment type, then pay the player from the database only.
EDIT: Reading the database isn’t my issue, I know how to do that. Just wondering how Client Side can understand the Info on the server and do the proper things locally by the info provided from the database. E.G. - Show the proper UI’s.