oosyrag Thanks for your reply. Just to note, the MUD I am trying to create has some graphics in it, not pure text -- albeit the graphics are mostly squares moving on top of a tiled (simple squares with some colors on it) background. To give a proper picture, imagine a very simple map in a game -- that is the graphical part. Along with inventory and character sheet.
Since I don't have much experience with Firebase, what I understand from this tutorial:
https://www.scirra.com/tutorials/5015/g ... h-firebase
The database is structured like the below with the "parent" part is the Subdomain provided in the ItemTable plugin:
[quote:q6naj2lp]appname
-parent
-- key1: value
-- key2: different value
So let's say I go through with Firebase, then I would need a "parent" called let's say "player" to store all player data; location, skills, inventory, etc... Another parent would be then required for mobs, another parent for stores within the game and so on.
But the way I understand it, I can't "add" a parent but only "change" the current parent so I can't have a structure like this:
[quote:q6naj2lp]-appname
--player
---locx
---locy
--mob
---locx
---locy
--store
---item1
---item2
On the other hand if I go with the multiplayer plugin, I won't have logins, so there are no accounts and I can't have dedicated players? Unless I am missing something...
[quote:q6naj2lp]Generally speaking, if you can organize it properly, keeping all information that needs saving in an array would allow for a relatively simple import/export system via Save and Load Array as JSON (which is simply a standard format for saving certain types of information).
I am sorry that just went over my head. I understand the part where you say that I would store all required data in an array (possibly 3 dimensional? X being the parent in the above example Y being the child and Z being the value of that child). But the JSON part, that I don't understand how can that be done.