Creating data stores
In this section, we will look at how to design our data stores. In Chapter 8, Building Data Stores, we made a base DataManager in the Creating a DataManager section. We will use this base version for our game. However, there are still a few things we have to change. First, we must figure out which data we will save in our data stores.
Getting keys for our data stores
When we look at the requirements for our game, we can conclude that we need to implement a key for the following items:
- Money
- Orbs
- Speed upgrade multiplier
- Orb upgrade multiplier
- Rebirths
For money and orbs, we will obviously use number as the data type. However, what about the others? You might think of storing the multiplier value for the upgrades and rebirths. This could be something like 1.1
for a 10% bonus. While this might be your initial thought, this is a bad practice. Rather than storing the effect, you should store the number of rebirths, for example,...