A key principle of the live-service design is server-authoritative data. This means that persistent player data needs to be stored in a remote database, not the player’s local machine. One especially heavy piece of our backend architecture that made this possible was the inventory service. The term “inventory” here is a bit overloaded given just how many of the game’s systems use it. In Towerborne nearly every piece of persistent player data is part of the inventory. Beyond traditional inventory items like weapons and gear, the inventory also includes stats, quest state, conversation history, achievement progress, and more.
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Madeleine Finlay sits down with science editor Ian Sample and science correspondent Nicola Davis to discuss three eye-catching stories, including the impact of a powerful psychedelic on depression, answers on the death of Russian opposition leader Alexei Navalny, and an explanation to the mystery of why humans have chins