Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Roblox Coding

You're reading from   Mastering Roblox Coding The unofficial guide to leveling up your Roblox scripting skills and building games using Luau programming

Arrow left icon
Product type Paperback
Published in Aug 2022
Publisher Packt
ISBN-13 9781801814041
Length 424 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Mark Kiepe Mark Kiepe
Author Profile Icon Mark Kiepe
Mark Kiepe
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Part 1: Start Programming with Roblox
2. Chapter 1: Getting Up to Speed with Roblox and Luau Basics FREE CHAPTER 3. Chapter 2: Writing Better Code 4. Chapter 3: Event-Based Programming 5. Part 2: Programming Advanced Systems
6. Chapter 4: Securing Your Game 7. Chapter 5: Optimizing Your Game 8. Chapter 6: Creating User Interfaces for All Devices 9. Chapter 7: Listening to User Input 10. Chapter 8: Building Data Stores 11. Chapter 9: Monetizing Your Game 12. Part 3: Creating Your Own Simulator Game
13. Chapter 10: Creating Your Own Simulator Game 14. Index 15. Other Books You May Enjoy

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,...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image