![]() ![]() Sometimes, an updated version of Steam may contain a bug that can delete your game files. For the uninitiated, BSoD appears when Windows hits a critical error and is usually a sign of outdated drivers or various hardware problems. There are few things more infuriating than the infamous BSoD that appears seemingly out of nowhere and right in the middle of an important match. Many things can cause data loss, such as… It’s one thing to restore your files, but most of us would also like to know why this happened so that we can prevent it in the future. More Methods to Recover Deleted Steam Files.Recover Permanently Deleted Steam Files & Game Data.You get a backend that is designed to be highly available (another concern with setting up your own server and database) and has a built-in API that abstracts a lot of the gory details about data persistence and infrastructure that I find rather intimidating. I think especially for small and single person development teams, going with a BaaS is often the better option-or at least, it's the simpler one. It depends on how specialized your needs are, so you'll want to read up on the service's online docs and maybe poke around in their forums or support site to confirm you can do what you need to. That all being said, you may have edge cases where you can't do quite what you want because of limitations in the API or functionality of the backend service you go with. Writing and formatting SQL queries is also something I would have a hard time doing on my own. I also like that solutions like that offer web-based consoles for viewing and manipulating data. Using a BaaS gives you access to APIs that hugely simplify the integration and data management. Your expertise, or that of other team members, may make that challenge trivial by comparison. The schema part, I could probably hobble my way through, but the Steam integration is something I wouldn't have the foggiest idea how to do on my own. You'll also need to integrate your backend with Steam authentication so you know what data belongs to which player as you update their stats. You're going to need to develop the database schema to house the player data, including table structure, keys, field types, etc. Fair warning, I'm not a networking guru by any means and my technical capacity is limited, but my interest is in multiplayer games, so I've done an okay amount of research into these options from a non-programmer (or at least, a very unskilled one's) perspective.īuilding your own backend on top of a server you manage and install MySQL on is no small task. ![]() Well since no one else has responded yet. I guess this would be some kind of BaaS again.Īny help and recommendations are much appreciated. Or even buy the server with the SW as a service. Would you recommend such a solution instead? If so, how do I set up the interfaces from my game to the server? I would appreciate if there are any production-ready services available which streamline this process with an interface/API as simple as possible so I only need to put in a certain SDK into my Unity project and maybe install some production-ready software on a server and be ready to go. I guess there are other solutions, like using a master server with a mySQL database or something to store player data. So I am not sure if using a BaaS solution is the best choice for my project (which is an FPS). From my current research such services seem to have a high focus on mobile and browser games. I'm pretty new to such services and never have used them before. Therefore, I would prefer to directly send and store the data to the cloud without using any local files.Īs another potential option, there are multiple different BaaS solutions out there today. So this option uses local files which can be easily edited and make cheating very easy. ![]() As it concerns the Steam cloud feature, if I understood it right, it creates local savegames which are then synced with the cloud. However, I guess I would need more complex data structures for the characters, probably serialized data classes. I am afraid that those options might not be sufficient because stats & achievement data seems to allow only saving integers and floats. Storing and synching local savegames in the cloud As far as I understood, Steamworks provides 2 features here: My initial thought was making the game Steam-exclusive and using Steams cloud features. For a player, such data includes different hero characters, each with name, XP, level, skill and perk choices, maybe some items, etc. I want to save persistent player data in the cloud. I am working on a coop multiplayer FPS-like RPG game for PC, similar to games like Borderlands. ![]()
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