How to 'record' a game (for a replay, presumably?) greatly depends on the type of game...
If a game is fairly linear it is a lot easier than when a lot of different things go on at the same time, since in that case timing becomes crucial.
you could either capture the input controls/times and go by replaying those, although that will probably cause timing problems if you have multiple independent objects interacting with each other: one error in timing will influence other objects as well, which lead to bigger and bigger changes over time.
You can also record the actual *actions* rather than the controls:
At time -x- object -a- begins moving to location -z- at a certain speed. At time x+3 object -b- begins moving to location -z- at a certain speed. At time x+17 the objects collided and performed action #15.
If you script everything in a way like that, you can correct timing errors because you explicitely tell it to perform that action #15 at time x+17 rather than hoping that things will come together at the right time and will 'automatically' lead to that result... small timing differences would be corrected this way.
As far as the actual implementation... Hard to say without knowing more: a one-person board game is obviously a LOT easier to record than a full-motion 3D immersive game with hundreds of independent units running around.
If a game is fairly linear it is a lot easier than when a lot of different things go on at the same time, since in that case timing becomes crucial.
you could either capture the input controls/times and go by replaying those, although that will probably cause timing problems if you have multiple independent objects interacting with each other: one error in timing will influence other objects as well, which lead to bigger and bigger changes over time.
You can also record the actual *actions* rather than the controls:
At time -x- object -a- begins moving to location -z- at a certain speed. At time x+3 object -b- begins moving to location -z- at a certain speed. At time x+17 the objects collided and performed action #15.
If you script everything in a way like that, you can correct timing errors because you explicitely tell it to perform that action #15 at time x+17 rather than hoping that things will come together at the right time and will 'automatically' lead to that result... small timing differences would be corrected this way.
As far as the actual implementation... Hard to say without knowing more: a one-person board game is obviously a LOT easier to record than a full-motion 3D immersive game with hundreds of independent units running around.