Database design & table relationships: where would the data go? (Image included) - database

I need to carry out a data capture exercise, which is looking like a large task, that unfortunately may end up being done in Excel. I believe a database is more suitable, but the structure of it is probably very complicated.
I've created 4 categories per Unit (30 units). Each category has 8 graphs/dimensions. Each graph/dimension has a scale that I've visually broken down into 4 major interval points (inerval1, Interval2, etc). I'm intending to put a figure in a box that represents the change against these 4 interval points. Therefore, 4(categories)*8(dimensions) = 32. Then 32*4(intervals) = 128. This means per unit I need to record 128 changes.
...and the best thing, there are 3 distincy scales. 4 of the graphs use one scale. 2 use another and the last 2 use a final one.
Like I said this is a monster of a task and doing this in excel is possible, but doesn't give me the flexibility I think I need when it comes to comparing the data.
30 Units (tblInventory)
4 Categories per Unit (tblCategories1, tbleCategories2, etc)
8 Dimensions/Grpahs per categroy. (Dim1, Dim2, etc)
3 Scales (tblScale1, tblScale2, etc)
I'm trying to figure out where the actual data would be captured. Would I have a single table called tblIntervalData that is related to a linking table that connects to each of the 3 tblScales, which in turn are linked to the tblDimensions?
Below is a screen grab of what I've done, but it doesn't feel right. Your views and advice will be much appreciated. '
A higher resolution image can bee seen here

I can't see your pic behind my stupid corporate firewall, but...
A). Since excel only really manages to handle two (arguably three) dimensions of data at all well it's very unlikely that not going the DB route is correct if you have any kind of relations to deal with.
B). Stop usign hungarian notation, by which I mean drop the "tbl" prefixes.
C). I'd agree that sort of sounds like you do want a table (or similar tables) "Intervals" (avoid the word data - everything is data) which will have FK relationships to Units, Scales, etc, but it's hard for me to be sure without seeing your diagram I think. Limited help I know.

Related

How to make the database structure extensible for a turn based game?

I'm working on a fantasy turn base game.
I now have to create the database structure for my spells. The problem is that I don't really have a good idea on how to create it. Maybe the effects of those spells should not be stored in a database?
For instance, effects could be; increase attack, pull an enemy, heal, teleport, hide, put a mine and so on... Effects are pretty different and I would like the database structure to be extensible.
Edit:
It's a turn based game, time is the same as turns and distance represents the squares.
Some examples of what I mean below.
Let's say we have Incinerate:
it can target only 1 enemy (not ally)
it can be casted at a distance of 3 squares
it deals 5 damage per turn
it lasts 3 turns
Now we can take Shock Wave:
it travels in a line for 4 squares
it starts from a square near the caster
it damages the first target it hits (ally or enemy)
it deals 5 damage to the target and knocks it back 1 square
And the last one Rain Call:
it can be casted at any distance
it's a cloud the size of a 5x5 square
it can target both ally and enemies
only fire creatures take damage
while casting the caster is immobilized and it loses 5 mana/turn
As you can see there are a lot of possible columns: the distance it travels, turns, casting distance, type (damage, heal, armor, etc), value (+2), target (enemy, ally, both), size, etc.
I would not use a relational database for storing spells. Relational databases are good in cases when most of the following conditions apply:
you have very large amount of data,
the data can logically be organized as n-ary relations (tables, rows, columns),
you have many users that access to the data concurrently,
you need ACID properties,
et cetera
Databases are like trucks. They are big. They are difficult to use. They are expensive. (in terms of needed expertise, maintenance time, run time efficiency, etc. if not monetarily) They are very good at what they are good at, but not at anything else. Don't use a truck when a bicycle would suffice.
Let's come to your problem. The number of different types of spells is surely bounded and known at compile time, why don't you define an interface ISpell, and let each spell type be a class that implements ISpell? (You can also define an abstract class for common code) Then a SpellFactory may construct and provide access to all the spells when the program starts. Do you really need the spells be accessible from outside independent of your code?
If hard coding a SpellFactory is not flexible enough for your purposes, you can use xml configuration files. <spell type="blind" description="bla bla" picture="file.jpg"> <effects> <effect .. /> .. </effects> <range>5</range> etc. I don't know much about computer games, but this is what they did in sid meier civilization game, for example. Then, instead of hard coding the different spells in the SpellFactory, you can let it read them from the configuration file at the start up.
As far as I can see, using configuration files instead of a database has the following advantages:
It is a fast, easy, lightweight solution,
It is much more flexible than having all the spells having the same set of columns, (most of which will not make sense for a specific spell)
It is much easier to have more than one version of set of spells at the same time, for experiments, variations, etc,
You can let end users access and manipulate xml files for customizing the game without letting them access the database that would also contain sensitive data,
et cetera.
The disadvantages:
More people know about relational databases than xml format, so you might need a couple of hours to learn how to read and manipulate xml "elements".
Your question is pretty large. It depends on a lot of things, are you going to load the spell during runtime? Maybe you will load them at the beginning of the game? What database will you be using?
Amit Bhargava's suggestion is good and has the advantage of being user-understandable. However string are pretty slow, so what you could do is use flags in your spell table. Then, based on the flag you know which type of spell it is.

Designing a database with periodic sensor data

I'm designing a PostgreSQL database that takes in readings from many sensor sources. I've done a lot of research into the design and I'm looking for some fresh input to help get me out of a rut here.
To be clear, I am not looking for help describing the sources of data or any related metadata. I am specifically trying to figure out how to best store data values (eventually of various types).
The basic structure of the data coming in is as follows:
For each data logging device, there are several channels.
For each channel, the logger reads data and attaches it to a record with a timestamp
Different channels may have different data types, but generally a float4 will suffice.
Users should (through database functions) be able to add different value types, but this concern is secondary.
Loggers and channels will also be added through functions.
The distinguishing characteristic of this data layout is that I've got many channels associating data points to a single record with a timestamp and index number.
Now, to describe the data volume and common access patterns:
Data will be coming in for about 5 loggers, each with 48 channels, for every minute.
The total data volume in this case will be 345,600 readings per day, 126 million per year, and this data needs to be continually read for the next 10 years at least.
More loggers & channels will be added in the future, possibly from physically different types of devices but hopefully with similar storage representation.
Common access will include querying similar channel types across all loggers and joining across logger timestamps. For example, get channel1 from logger1, channel4 from logger2, and do a full outer join on logger1.time = logger2.time.
I should also mention that each logger timestamp is something that is subject to change due to time adjustment, and will be described in a different table showing the server's time reading, the logger's time reading, transmission latency, clock adjustment, and resulting adjusted clock value. This will happen for a set of logger records/timestamps depending on retrieval. This is my motivation for RecordTable below but otherwise isn't of much concern for now as long as I can reference a (logger, time, record) row from somewhere that will change the timestamps for associated data.
I have considered quite a few schema options, the most simple resembling a hybrid EAV approach where the table itself describes the attribute, since most attributes will just be a real value called "value". Here's a basic layout:
RecordTable DataValueTable
---------- --------------
[PK] id <-- [FK] record_id
[FK] logger_id [FK] channel_id
record_number value
logger_time
Considering that logger_id, record_number, and logger_time are unique, I suppose I am making use of surrogate keys here but hopefully my justification of saving space is meaningful here. I have also considered adding a PK id to DataValueTable (rather than the PK being record_id and channel_id) in order to reference data values from other tables, but I am trying to resist the urge to make this model "too flexible" for now. I do, however, want to start getting data flowing soon and not have to change this part when extra features or differently-structured-data need to be added later.
At first, I was creating record tables for each logger and then value tables for each channel and describing them elsewhere (in one place), with views to connect them all, but that just felt "wrong" because I was repeating the same thing so many times. I guess I'm trying to find a happy medium between too many tables and too many rows, but partitioning the bigger data (DataValueTable) seems strange because I'd most likely be partitioning on channel_id, so each partition would have the same value for every row. Also, partitioning in that regard would require a bit of work in re-defining the check conditions in the main table every time a channel is added. Partitioning by date is only applicable to the RecordTable, which isn't really necessary considering how relatively small it will be (7200 rows per day with the 5 loggers).
I also considered using the above with partial indexes on channel_id since DataValueTable will grow very large but the set of channel ids will remain small-ish, but I am really not certain that this will scale well after many years. I have done some basic testing with mock data and the performance is only so-so, and I want it to remain exceptional as data volume grows. Also, some express concern with vacuuming and analyzing a large table, and dealing with a large number of indexes (up to 250 in this case).
On a very small side note, I will also be tracking changes to this data and allowing for annotations (e.g. a bird crapped on the sensor, so these values were adjusted/marked etc), so keep that in the back of your mind when considering the design here but it is a separate concern for now.
Some background on my experience/technical level, if it helps to see where I'm coming from: I am a CS PhD student, and I work with data/databases on a regular basis as part of my research. However, my practical experience in designing a robust database for clients (this is part of a business) that has exceptional longevity and flexible data representation is somewhat limited. I think my main problem now is I am considering all the angles of approach to this problem instead of focusing on getting it done, and I don't see a "right" solution in front of me at all.
So In conclusion, I guess these are my primary queries for you: if you've done something like this, what has worked for you? What are the benefits/drawbacks I'm not seeing of the various designs I've proposed here? How might you design something like this, given these parameters and access patterns?
I'll be happy to provide clarification/details where needed, and thanks in advance for being awesome.
It is no problem at all to provide all this in a Relational database. PostgreSQL is not enterprise class, but it is certainly one of the better freeware SQLs.
To be clear, I am not looking for help describing the sources of data or any related metadata. I am specifically trying to figure out how to best store data values (eventually of various types).
That is your biggest obstacle. Contrary to program design, which allows decomposition and isolated analysis/design of components, databases need to be designed as a single unit. Normalisation and other design techniques need to consider both the whole, and the component in context. The data, the descriptions, the metadata have to be evaluated together, not as separate parts.
Second, when you start off with surrogate keys, implying that you know the data, and how it relates to other data, it prevents you from genuine modelling of the data.
I have answered a very similar set of questions, coincidentally re very similar data. If you could read those answers first, it would save us both a lot of typing time on your question/answer.
Answer One/ID Obstacle
Answer Two/Main
Answer Three/Historical
I did something like this with seismic data for a petroleum exploration company.
My suggestion would be to store the meta-data in a database, and keep the sensor data in flat files, whatever that means for your computer's operating system.
You would have to write your own access routines if you want to modify the sensor data. Actually, you should never modify the sensor data. You should make a copy of the sensor data with the modifications so that you can show later what changes were made to the sensor data.

Database design too repetitive?

I'm working on a database schema that's driving me a little mad at the moment because I seem to be repeating the same tables to reproduce behaviour for different types.
Basically the system consists of live sensors that are monitored over a network, and loggers that are collected via a handset. The sensors and loggers are divided up into Locations, and Locations are divided up into Areas. A location can have up to 1 logger, but can have any number of live sensors.
I'll try and break the rules down:
The system can have 0 to many Areas
An area can have 0 to many Locations
A Location can have 0 to 1 Loggers
A Location can have 0 to many LiveAnalogSensors
A Location can have 0 to many LiveSwitchSensors
A Location can have 0 to many Actions allowed
A LiveAnalogSensor must belong to 1 LiveSensorRelay
A LiveSwitchSensor must belong to 1 LiveSensorRelay
A logger can have 0 to many Readings
A LiveAnalogSensor can have 0 to many Readings
A LiveSwitchSensor can have 0 to many Readings
A Reading can have an Alarm
The system can have 0 to many Actions
An Alarm can have 0 to 1 Action applied to it
An Alarm can have 0 to 1 AlarmResolution
The schema picture is HERE.
So the scenario is, a reading comes in and is stored (either via the Logger download or a live reading coming in over the network). The reading is out of range so it has an alarm code. An alarm gets generated for that reading. An action is eventually applied to it by the user. If a reading comes in that indicates the alarm condition has ended, an AlarmResolution (or AlarmEnd as I called it in the schema) entry is made linked to the Alarm to show that it has ended, and the time it has ended.
On analog alarms, whenever a new reading is higher than the last, a new "Peak" reading is stored, which is what the AnalogSensorReadingAlertPeak table is for.
That is basically it. My issue is how repetitive the schema seems for the different sensors (especially logger and analog-sensor which are basically the same) - and I seem to have a lot of 1 to 0..1 relationships, though I'm less concerned about that.
I'm after a sanity check really. I can think of ways to get rid of the repetitiveness, but it always seems to be at the expense of data integrity.
Thanks.
EDIT: I've revised the title and question slightly after the down vote as it wasn't particularly specific. I hope it's better now..
I'd say it's repetitive if each Sensor (for example) has exactly the same properties (columns).
If they differ at all, they should have different tables.
I'd try capturing this using NORMA or similar too to validate the design.
I wouldn't worry too much about too many Zero-To-One relationships. I do worry about having Zero-To-One relationships in the first place. In the long run, these turn out to be One-to-Many relationships.
For me, there is nothing more confusing than that mess of an ER diagram that comes standard in many tools. I use an technique called "Levelized Conceptual Diagrams" to help make sense of my relationships.
You should make a Levelized Diagram - it will make your life really easy when it comes to
database designs.
Hopefully I will make this easy - the One side is on the top, the many side on the bottom. Many to many get broken down to two One-to-Many tables.
Repeat until done.
Link to full image: http://i.stack.imgur.com/VKAGZ.jpg
In Oracle, an ARC describes mutually exclusive relationships to other tables. This concept can be implemented in other databases using nullable FK columns.
Depending on the functionality of the tables, you may choose to combine all *Readings or all *Alerts tables into a single table, having nullable foreign key columns to the respective Logger, AnalogSensor, and SwitchSensor tables.
As a consequence, the *AlertEnd and *AlertAction tables can also be combined (probably adding a Type column if required).
Optionally, add views for the three domains (Logger, AnalogSensor, and SwitchSensor) to simulate the original tables.
Why do you need tables with only PK fields? Can't you relate their children directly to their parents?
Also consider creating a limit table with two fields and a contextID key field, so instead of 2 tables with 4 limit fields each (2 upper and 2 lower limit fields,) have a new table with 3 fields and change your existing tables have 2 fields with FK relationships to the new one, with names like upperLimitContextID and lowerLimitContextID.
Also, since the action and end tables have the same PK, consider combining them. Any time there are tables with the same PK they can be combined.

Is this data appropriate for keeping in a database?

In relation to my previous question where I was asking for some database suggestions; it just occured to me that I don't even know if what I'm trying to store there is appropriate for a database. Or should some other data storage method be used.
I have some physical models testing (let's say wind tunnel data; something similar) where for every model (M-1234) I have:
name (M-1234)
length L
breadth B
height H
L/B ratio
L/H ratio
...
lot of other ratios and dimensions ...
force versus speed curve given in the form of a lot of points for x-y plotting
...
few other similar curves (all of them of type x-y).
Now, what I'm trying to accomplish is store that in some reasonable way, so that the user who will be using the database can come and see what are the closest ten models to L/B=2.5 (or some similar demand). Then for that, somehow get all the data of those models, including the curve data (in a plain text file format).
Is a sql database (or any other, for that matter) an appropriate way of handling something like this ? Or should I take some other approach ?
I have about a month to finish this, and in that time I have to learn enough about databases as well, so ... give your suggestions, please, bearing that in mind. Assume no previous knowledge on the subject, whatsoever.
I think what you're looking for is possible. I'm using Postgresql here, but any database should work. This is my test database
CREATE TABLE test (
id serial primary key,
ratio double precision
);
COPY test (id, ratio) FROM stdin;
1 0.29999999999999999
2 0.40000000000000002
3 0.59999999999999998
4 0.69999999999999996
.
Then, to find the nearest values to a particular ratio
select id,ratio,abs(ratio-0.5) as score from test order by score asc limit 2;
In this case, I'm looking for the 2 nearest to 0.5
I'd probably do a datamodel where you have one table for the main data, the ratios and so on, and then a second table which holds the curve points, as I'm assuming that the curves aren't always the same size.
Yes, a database is probably the best approach for this.
A relational database (which usually uses SQL for data access) is suitable for data that is more or less structured as tables.
To give you an idea:
You could have a main table model with fields name, width etc. . Then subtable(s) for any values which can appear more than once, which refers back to model (look up "foreign key").
Then a subtable for your actual curves, again refering back to model.
How to actually model the curves in the DB I don't know, as I don't know how you model them. But if its lots of numbers, it can go into the DB.
It seems you know little about relational DBMS. Consider reading something on WIkipedia, or doing a few simple DBMS tutorials (PostgreSQL has some: http://www.postgresql.org/docs/8.4/interactive/tutorial.html , but there are many others). Then pick a DBMS for trying out (PostgreSQL is probably not a bad choice, but again there are many others).
Then try implementing a simple table schema, and get back to us with any detail questions (which you'll probably have).
One more thing: Those questions are probably more appropriate to serverfault.com.
This is arguably scientific data: you might find libraries/formats intended for arbitrary scientific data useful: HDF5 http://www.hdfgroup.org/ (note I am not an expert)

Designing tables for storing various requirements and stats for multiplayer game

Original Question:
Hello,
I am creating very simple hobby project - browser based multiplayer game. I am stuck at designing tables for storing information about quest / skill requirements.
For now, I designed my tables in following way:
table user (basic information about users)
table stat (variety of stats)
table user_stats (connecting each user with stats)
Another example:
table monsters (basic information about npc enemies)
table monster_stats (connecting monsters with stats, using the same stat table from above)
Those were the simple cases. I must admit, that I am stuck while designing requirements for different things, e.g quests. Sample quest A might have only minimum character level requirement (and that is easy to implement) - but another one, quest B has multitude of other reqs (finished quests, gained skills, possessing specific items, etc) - what is a good way of designing tables for storing this kind of information?
In a similar manner - what is an efficient way of storing information about skill requirements? (specific character class, min level, etc).
I would be grateful for any help or information about creating database driven games.
Edit:
Thank You for the answers, yet I would like to receive more. As I am having some problems designing an rather complicated database layout for craftable items, I am starting a max bounty for this question.
I would like to receive links to articles / code snippets / anything connected with best practices of designing databases for storing game data (an good example of this kind of information is availibe on buildingbrowsergames.com).
I would be grateful for any help.
I'll edit this to add as many other pertinent issues as I can, although I wish the OP would address my comment above. I speak from several years as a professional online game developer and many more years as a hobbyist online game developer, for what it's worth.
Online games imply some sort of persistence, which means that you have broadly two types of data - one is designed by you, the other is created by the players in the course of play. Most likely you are going to store both in your database. Make sure you have different tables for these and cross-reference them properly via the usual database normalisation rules. (eg. If your player crafts a broadsword, you don't create an entire new row with all the properties of a sword. You create a new row in the player_items table with the per-instance properties, and refer to the broadsword row in the item_types table which holds the per-itemtype properties.) If you find a row of data is holding some things that you designed and some things that the player is changing during play, you need to normalise it out into two tables.
This is really the typical class/instance separation issue, and applies to many things in such games: a goblin instance doesn't need to store all the details of what it means to be a goblin (eg. green skin), only things pertinent to that instance (eg. location, current health). Some times there is a subtlety to the act of construction, in that instance data needs to be created based on class data. (Eg. setting a goblin instance's starting health based upon a goblin type's max health.) My advice is to hard-code these into your code that creates the instances and inserts the row for it. This information only changes rarely since there are few such values in practice. (Initial scores of depletable resources like health, stamina, mana... that's about it.)
Try and find a consistent terminology to separate instance data from type data - this will make life easier later when you're patching a live game and trying not to trash the hard work of your players by editing the wrong tables. This also makes caching a lot easier - you can typically cache your class/type data with impunity because it only ever changes when you, the designer, pushes new data up there. You can run it through memcached, or consider loading it all at start up time if your game has a continuous process (ie. is not PHP/ASP/CGI/etc), etc.
Remember that deleting anything from your design-side data is risky once you go live, since player-generated data may refer back to it. Test everything thoroughly locally before deploying to the live server because once it's up there, it's hard to take it down. Consider ways to be able to mark rows of such data as removed in a safe fashion - maybe a boolean 'live' column which, if set to false, means it just won't show up in the typical query. Think about the impact on players if you disable items they earned (and doubly if these are items they paid for).
The actual crafting side can't really be answered without knowing how you want to design your game. The database design must follow the game design. But I'll run through a trivial idea. Maybe you will want to be able to create a basic object and then augment it with runes or crystals or whatever. For that, you just need a one-to-many relationship between item instance and augmentation instance. (Remember, you might have item type and augmentation type tables too.) Each augmentation can specify a property of an item (eg. durability, max damage done in combat, weight) and a modifier (typically as a multiplier, eg. 1.1 to add a 10% bonus). You can see my explanation for how to implement these modifying effects here and here - the same principles apply for temporary skill and spell effects as apply for permanent item modification.
For character stats in a database driven game, I would generally advise to stick with the naïve approach of one column (integer or float) per statistic. Adding columns later is not a difficult operation and since you're going to be reading these values a lot, you might not want to be performing joins on them all the time. However, if you really do need the flexibility, then your method is fine. This strongly resembles the skill level table I suggest below: lots of game data can be modelled in this way - map a class or instance of one thing to a class or instance of other things, often with some additional data to describe the mapping (in this case, the value of the statistic).
Once you have these basic joins set up - and indeed any other complex queries that result from the separation of class/instance data in a way that may not be convenient for your code - consider creating a view or a stored procedure to perform them behind the scenes so that your application code doesn't have to worry about it any more.
Other good database practices apply, of course - use transactions when you need to ensure multiple actions happen atomically (eg. trading), put indices on the fields you search most often, use VACUUM/OPTIMIZE TABLE/whatever during quiet periods to keep performance up, etc.
(Original answer below this point.)
To be honest I wouldn't store the quest requirement information in the relational database, but in some sort of script. Ultimately your idea of a 'requirement' takes on several varying forms which could draw on different sorts of data (eg. level, class, prior quests completed, item possession) and operators (a level might be a minimum or a maximum, some quests may require an item whereas others may require its absence, etc) not to mention a combination of conjunctions and disjunctions (some quests require all requirements to be met, whereas others may only require 1 of several to be met). This sort of thing is much more easily specified in an imperative language. That's not to say you don't have a quest table in the DB, just that you don't try and encode the sometimes arbitrary requirements into the schema. I'd have a requirement_script_id column to reference an external script. I suppose you could put the actual script into the DB as a text field if it suits, too.
Skill requirements are suited to the DB though, and quite trivial given the typical game system of learning skills as you progress through levels in a certain class:
table skill_levels
{
int skill_id FOREIGN KEY;
int class_id FOREIGN KEY;
int min_level;
}
myPotentialSkillList = SELECT * FROM skill_levels INNER JOIN
skill ON skill_levels.skill_id = skill.id
WHERE class_id = my_skill
ORDER BY skill_levels.min_level ASC;
Need a skill tree? Add a column prerequisite_skill_id. And so on.
Update:
Judging by the comments, it looks like a lot of people have a problem with XML. I know it's cool to bash it now and it does have its problems, but in this case I think it works. One of the other reasons that I chose it is that there are a ton of libraries for parsing it, so that can make life easier.
The other key concept is that the information is really non-relational. So yes, you could store the data in any particular example in a bunch of different tables with lots of joins, but that's a pain. But if I kept giving you a slightly different examples I bet you'd have to modify your design ad infinitum. I don't think adding tables and modifying complicated SQL statements is very much fun. So it's a little frustrating that #scheibk's comment has been voted up.
Original Post:
I think the problem you might have with storing quest information in the database is that it isn't really relational (that is, it doesn't really fit easily into a table). That might be why you're having trouble designing tables for the data.
On the other hand, if you put your quest information directly into code, that means you'll have to edit the code and recompile each time you want to add a quest. Lame.
So if I was you I might consider storing my quest information in an XML file or something similar. I know that's the generic solution for just about anything, but in this case it sounds right to me. XML is really made for storing non-relation and/or hierarchical data, just like the stuff you need to store for your quest.
Summary: You could come up with your own schema, create your XML file, and then load it at run time somehow (or even store the XML in the database).
Example XML:
<quests>
<quest name="Return Ring to Mordor">
<characterReqs>
<level>60</level>
<finishedQuests>
<quest name="Get Double Cheeseburger" />
<quest name="Go to Vegas for the Weekend" />
</finishedQuests>
<skills>
<skill name="nunchuks" />
<skill name="plundering" />
</skills>
<items>
<item name="genie's lamp" />
<item name="noise cancelling headphones for robin williams' voice />
</items>
</characterReqs>
<steps>
<step number="1">Get to Mordor</step>
<step number="2">Throw Ring into Lava</step>
<step number="3">...</step>
<step number="4">Profit</step>
</steps>
</quest>
</quests>
It sounds like you're ready for general object oriented design (OOD) principles. I'm going to purposefully ignore the context (gaming, MMO, etc) because that really doesn't matter to how you do a design process. And me giving you links is less useful than explaining what terms will be most helpful to look up yourself, IMO; I'll put those in bold.
In OOD, the database schema comes directly from your system design, not the other way around. Your design will tell you what your base object classes are and which properties can live in the same table (the ones in 1:1 relationship with the object) versus which to make mapping tables for (anything with 1:n or n:m relationships - for exmaple, one user has multiple stats, so it's 1:n). In fact, if you do the OOD correctly, you will have zero decisions to make regarding the final DB layout.
The "correct" way to do any OO mapping is learned as a multi-step process called "Database Normalization". The basics of which is just as I described: find the "arity" of the object relationships (1:1, 1:n,...) and make mapping tables for the 1:n's and n:m's. For 1:n's you end up with two tables, the "base" table and a "base_subobjects" table (eg. your "users" and "user_stats" is a good example) with the "foreign key" (the Id of the base object) as a column in the subobject mapping table. For n:m's, you end up with three tables: "base", "subobjects", and "base_subobjects_map" where the map has one column for the base Id and one for the subobject Id. This might be necessary in your example for N quests that can each have M requirements (so the requirement conditions can be shared among quests).
That's 85% of what you need to know. The rest is how to handle inheritance, which I advise you to just skip unless you're masochistic. Now just go figure out how you want it to work before you start coding stuff up and the rest is cake.
The thread in #Shea Daniel's answer is on the right track: the specification for a quest is non-relational, and also includes logic as well as data.
Using XML or Lua are examples, but the more general idea is to develop your own Domain-Specific Language to encode quests. Here are a few articles about this concept, related to game design:
The Whimsy Of Domain-Specific Languages
Using a Domain Specific Language for Behaviors
Using Domain-Specific Modeling towards Computer Games Development Industrialization
You can store the block of code for a given quest into a TEXT field in your database, but you won't have much flexibility to use SQL to query specific parts of it. For instance, given the skills a character currently has, which quests are open to him? This won't be easy to query in SQL, if the quest prerequisites are encoded in your DSL in a TEXT field.
You can try to encode individual prerequisites in a relational manner, but it quickly gets out of hand. Relational and object-oriented just don't go well together. You can try to model it this way:
Chars <--- CharAttributes --> AllAttributes <-- QuestPrereqs --> Quests
And then do a LEFT JOIN looking for any quests for which no prereqs are missing in the character's attributes. Here's pseudo-code:
SELECT quest_id
FROM QuestPrereqs
JOIN AllAttributes
LEFT JOIN CharAttributes
GROUP BY quest_id
HAVING COUNT(AllAttributes) = COUNT(CharAttributes);
But the problem with this is that now you have to model every aspect of your character that could be a prerequisite (stats, skills, level, possessions, quests completed) as some kind of abstract "Attribute" that fits into this structure.
This solves this problem of tracking quest prerequisites, but it leaves you with another problem: the character is modeled in a non-relational way, essentially an Entity-Attribute-Value architecture which breaks a bunch of relational rules and makes other types of queries incredibly difficult.
Not directly related to the design of your database, but a similar question was asked a few weeks back about class diagram examples for an RPG
I'm sure you can find something useful in there :)
Regarding your basic structure, you may (depending on the nature of your game) want to consider driving toward convergence of representation between player character and non-player characters, so that code that would naturally operate the same on either doesn't have to worry about the distinction. This would suggest, instead of having user and monster tables, having a character table that represents everything PCs and NPCs have in common, and then a user table for information unique to PCs and/or user accounts. The user table would have a character_id foreign key, and you could tell a player character row by the fact that a user row exists corresponding to it.
For representing quests in a model like yours, the way I would do it would look like:
quest_model
===============
id
name ['Quest for the Holy Grail', 'You Killed My Father', etc.]
etc.
quest_model_req_type
===============
id
name ['Minimum Level', 'Skill', 'Equipment', etc.]
etc.
quest_model_req
===============
id
quest_id
quest_model_req_type_id
value [10 (for Minimum Level), 'Horseback Riding' (for Skill), etc.]
quest
===============
id
quest_model_id
user_id
status
etc.
So a quest_model is the core definition of the quest structure; each quest_model can have 0..n associated quest_model_req rows, which are requirements specific to that quest model. Every quest_model_req is associated with a quest_model_req_type, which defines the general type of requirement: achieving a Minimum Level, having a Skill, possessing a piece of Equipment, and so on. The quest_model_req also has a value, which configures the requirement for this specific quest; for example, a Minimum Level type requirement might have a value of 20, meaning you must be at least level 20.
The quest table, then, is individual instances of quests that players are undertaking or have undertaken. The quest is associated with a quest_model and a user (or perhaps character, if you ever want NPCs to be able to do quests!), and has a status indicating where the progress of the quest stands, and whatever other tracking turns out useful.
This is a bare-bones structure that would, of course, have to be built out to accomodate the needs of particular games, but it should illustrate the direction I'd recommend.
Oh, and since someone else threw around their credentials, mine are that I've been a hobbyist game developer on live, public-facing projects for 16 years now.
I'd be extremely careful of what you actually store in a DB, especially for an MMORPG. Keep in mind, these things are designed to be MASSIVE with thousands of users, and game code has to execute excessively quickly and send a crap-ton of data over the network, not only to the players on their home connections but also between servers on the back-end. You're also going to have to scale out eventually and databases and scaling out are not two things that I feel mix particularly well, particularly when you start sharding into different regions and then adding instance servers to your shards and so on. You end up with a whole lot of servers talking to databases and passing a lot of data, some of which isn't even relevant to the game at all (SQL text going to a SQL server is useless network traffic that you should cut down on).
Here's a suggestion: Limit your SQL database to storing only things that will change as players play the game. Monsters and monster stats will not change. Items and item stats will not change. Quest goals will not change. Don't store these things in a SQL database, instead store them in the code somewhere.
Doing this means that every server that ever lives will always know all of this information without ever having to query a database. Now, you don't store quests at all, you just store accomplishments of the player and the game programatically determines the affects of those quests being completed. You don't waste data transferring information between servers because you're only sending event ID's or something of that nature (you can optimize the data you pass by only using just enough bits to represent all the event ID's and this will cut down on network traffic. May seem insignificant but nothing is insignificant in massive network apps).
Do the same thing for monster stats and item stats. These things don't change during gameplay so there's no need to keep them in a DB at all and therefore this information NEVER needs to travel over the network. The only thing you store is the ID of the items or monster kills or anything like that which is non-deterministic (i.e. it can change during gameplay in a way which you can't predict). You can have dedicated item servers or monster stat servers or something like that and you can add those to your shards if you end up having huge numbers of these things that occupy too much memory, then just pass the data that's necessary for a particular quest or area to the instance server that is handling that thing to cut down further on space, but keep in mind that this will up the amount of data you need to pass down the network to spool up a new instance server so it's a trade-off. As long as you're aware of the consequences of this trade-off, you can use good judgement and decide what you want to do. Another possibility is to limit instance servers to a particular quest/region/event/whatever and only equip it with enough information to the thing it's responsible for, but this is more complex and potentially limits your scaling out since resource allocation will become static instead of dynamic (if you have 50 servers of each quest and suddenly everyone goes on the same quest, you'll have 49 idle servers and one really swamped server). Again, it's a trade-off so be sure you understand it and make good choices for your application.
Once you've identified exactly what information in your game is non-deterministic, then you can design a database around that information. That becomes a bit easier: players have stats, players have items, players have skills, players have accomplishments, etc, all fairly easy to map out. You don't need descriptions for things like skills, accomplishments, items, etc, or even their effects or names or anything since the server can determine all that stuff for you from the ID's of those things at runtime without needing a database query.
Now, a lot of this probably sounds like overkill to you. After all, a good database can do queries very rapidly. However, your bandwidth is extremely precious, even in the data center, so you need to limit your use of it to only what is absolutely necessary to send and only send that data when it's absolutely necessary that it be sent.
Now, for representing quests in code, I would consider the specification pattern (http://en.wikipedia.org/wiki/Specification_pattern). This will allow you to easily build up quest goals in terms of what events are needed to ensure that the specification for completing that quest is met. You can then use LUA (or something) to define your quests as you build the game so that you don't have to make massive code changes and rebuild the whole damn thing to make it so that you have to kill 11 monsters instead of 10 to get the Sword of 1000 truths in a particular quest. How to actually do something like that I think is beyond the scope of this answer and starts to hit the edge of my knowledge of game programming so maybe someone else on here can help you out if you choose to go that route.
Also, I know I used a lot of terms in this answer, please ask if there are any that you are unfamiliar with and I can explain them.
Edit: didn't notice your addition about craftable items. I'm going to assume that these are things that a player can create specifically in the game, like custom items. If a player can continually change these items, then you can just combine the attributes of what they're crafted as at runtime but you'll need to store the ID of each attribute in the DB somewhere. If you make a finite number of things you can add on (like gems in Diablo II) then you can eliminate a join by just adding that number of columns to the table. If there are a finite number of items that can be crafted and a finite number of ways that differnet things can be joined together into new items, then when certain items are combined, you needn't store the combined attributes; it just becomes a new item which has been defined at some point by you already. Then, they just have that item instead of its components. If you clarify the behavior your game is to have I can add additional suggestions if that would be useful.
I would approach this from an Object Oriented point of view, rather than a Data Centric point of view. It looks like you might have quite a lot of (poss complex) objects - I would recommend getting them modeled (with their relationships) first, and relying on an ORM for persistence.
When you have a data-centric problem, the database is your friend. What you have done so far seems to be quite right.
On the other hand, the other problems you mention seem to be behaviour-centric. In this case, an object-oriented analisys and solution will work better.
For example:
Create a quest class with specificQuest child classes. Each child should implement a bool HasRequirements(Player player) method.
Another option is some sort of rules engine (Drools, for example if you are using Java).
If i was designing a database for such a situation, i might do something like this:
Quest
[quest properties like name and description]
reqItemsID
reqSkillsID
reqPlayerTypesID
RequiredItems
ID
item
RequiredSkills
ID
skill
RequiredPlayerTypes
ID
type
In this, the ID's map to the respective tables then you retrieve all entries under that ID to get the list of required items, skills, what have you. If you allow dynamic creation of items then you should have a mapping to another table that contains all possible items.
Another thing to keep in mind is normalization. There's a long article here but i've condensed the first three levels into the following more or less:
first normal form means that there are no database entries where a specific field has more than one item in it
second normal form means that if you have a composite primary key all other fields are fully dependent on the entire key not just parts of it in each table
third normal is where you have no non-key fields that are dependent on other non-key fields in any table
[Disclaimer: i have very little experience with SQL databases, and am new to this field. I just hope i'm of help.]
I've done something sort of similar and my general solution was to use a lot of meta data. I'm using the term loosely to mean that any time I needed new data to make a given decision(allow a quest, allow using an item etc.) I would create a new attribute. This was basically just a table with an arbitrary number of values and descriptions. Then each character would have a list of these types of attributes.
Ex: List of Kills, Level, Regions visited, etc.
The two things this does to your dev process are:
1) Every time there's an event in the game you need to have a big old switch block that checks all these attribute types to see if something needs updating
2) Everytime you need some data, check all your attribute tables BEFORE you add a new one.
I found this to be a good rapid development strategy for a game that grows organically(not completely planned out on paper ahead of time) - but it's one big limitation is that your past/current content(levels/events etc) will not be compatible with future attributes - i.e. that map won't give you a region badge because there were no region badges when you coded it. This of course requires you to update past content when new attributes are added to the system.
just some little points for your consideration :
1) Always Try to make your "get quest" requirements simple.. and "Finish quest" requirements complicated..
Part1 can be done by "trying to make your quests in a Hierarchical order":
example :
QuestA : (Kill Raven the demon) (quest req: Lvl1)
QuestA.1 : Save "unkown" in the forest to obtain some info.. (quest req : QuestA)
QuestA.2 : Craft the sword of Crystal ... etc.. (quest req : QuestA.1 == Done)
QuestA.3 : ... etc.. (quest req : QuestA.2 == Done)
QuestA.4 : ... etc.. (quest req : QuestA.3 == Done)
etc...
QuestB (Find the lost tomb) (quest req : ( QuestA.statues == Done) )
QuestC (Go To the demons Hypermarket) ( Quest req: ( QuestA.statues == Done && player.level== 10)
etc....
Doing this would save you lots of data fields/table joints.
ADDITIONAL THOUGHTS:
if you use the above system, u can add an extra Reward field to ur quest table called "enableQuests" and add the name of the quests that needs to be enabled..
Logically.. you'd have an "enabled" field assigned to each quest..
2) A minor solution for Your crafting problem, create crafting recipes, Items that contains To-be-Crafted-item crafting requirements stored in them..
so when a player tries to craft an item.. he needs to buy a recipe 1st.. then try crafting..
a simple example of such item Desc would be:
ItemName: "Legendary Sword of the dead"
Craftevel req. : 75
Items required:
Item_1 : Blade of the dead
Item_2 : A cursed seal
item_3 : Holy Gemstone of the dead
etc...
and when he presses the "craft" Action, you can parse it and compare against his inventory/craft box...
so Your Crafting DB will have only 1 field (or 2 if u want to add a crafting LvL req. , though it will already be included in the recipe.
ADDITIONAL THOUGHTS:
Such items, can be stored in xml format in the table .. which would make it much easier to parse...
3) A similar XML System can be applied to Your quest system.. to implement quest-ending requirements..

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