It's already 3rd day I think how should I do it the right way, so I thought maybe you could give me your opinion.The game
The game is a single-player 2d action shooter, where you have 10 different weapons and each weapon has 10
upgrades so it's like 100
weapons. And each weapon has a primary and a secondary shot. Each weapon upgrade gives different stats for the weapon and those are:- fire rate (primary shot)
- fire rate (secondary shot)
- min damage (p. shot)
- min damage (s. shot)
- max damage (p. shot)
- max damage (s. shot)
- radius of impact (p. shot)
- radius of impact (s. shot)
So 8 variables (constants actually) per one level of each weapon which gives after all 800 numeric variables
BTW: game is dedicated to be released on desktop (Steam) so I have to think locally (no MySQL etc.).The problem
My problem is that I am not really sure how should I implement these data to C2 the right way. I mean here to do not make a mess in the code and to be able to easily change it whenever I need.Possible solutionsSolution 1 - XML
First thing that came to my mind was XML. I can create some XML file and put data there, then load it on start of the game. But I don't really want to have an external file somewere in the project directory which could be "hacked". I was thinking to encode it with some salt using some two-way encryption algorythm like Base64 or so, but then again there is nothing implemented in C2 and I don't really want to use any third party plugins here, cause I had a lot of performance issues with previous game.Solution 2 - Dictionary/Array
I can also put data to some C2 data holder like Array or Dictionary. But I would have to set all data programmatically at the start, and this involves a lot of index constants etc... Then for any change it would be really not readable searching among 800 "set" functions... for some reason it gives a messy feeling.Solution 3 - local constants
At the beginning that seemed to me the worse idea, but it starts to be the best in my opinion. First of all constants are the fastest to read for engine I believe. Second thing is that I have each weapon behaviour in separate event sheet so I would put only 80 local constants per event sheet. They seems to be readable and easy to change. I have even implemented part of this solution.
But still I'm not 100% sure it's the best way to keep the readability and architecture clean.
Any suggestions would be very appreciated.