Hey,
So I have a mobile game with a functioning save system but I’ve ran into a problem. In the game you can find treasures and when you open them 3 random items from a pool is selected that the player can choose from (similar to opening a pack of gwent if anyone has played that). In the current state the treasure is not “claimed” until the player actually chooses one of the 3 items, so if the player was to minimize the app and delete it from memory, upon restart the treasure would be there again and when opened would generate 3 new random items, something I don’t want them to be able to do.
An obvious solution would be if the treasure was assigned 3 random items prior to opening it so a restart would yield the player the same result, thus removing the exploit, maybe that’s what they do in gwent, I’m not sure. But in my case the items are part of a pool and when chosen they are removed from that pool so reserving 3 items in advance would not really work I think, with 30 unique items the pool would be empty after only 10 treasures, so what would happen if you got an 11th one without opening any of the first 10 before?
Another solution would be if it auto-claimed one of them if the game is quit in the selection screen but I think that would feel bad for players.
Can anyone think of a solution I’m not seeing here?