![]() ![]() Random loot drops: Yes, we have a random result table system you would use for this. b) Use player (read only or internal) data to set a timestamp when a player starts doing something, so that you can check that in Cloud Script later (for games that start timers when the player starts an activity, like city builders).ĥ. We have a specific example in our Cloud Script samples here. Timed rewards: Depending on the specifics, you would do this one of two ways: a) Use a regenerating currency to gate this. We provide a set of functionality that is common to games, allowing titles to use those features without having to worry about the database specifics.Ĥ. We do not provide direct table creation/query, as that's one of the most common ways online titles encounter issues - a single bad query can effectively cripple the game. The instances of items granted to (or purchased by) players can also have distinct custom data, so that their instances can be unique. In it, you create a catalog of goods, each of which can have custom data that can be used as the title-wide configuration info for things like item power, etc. However, your final question on servers and custom logic makes it sound like it may be the former.įor the questions where you're looking for more info:ģ DataBase: Based on your description, what you'll actually want to use is our catalog/inventory service. You mentioned that you're using Photon, and that your game is multiplayer, so I'm guessing you mean Photon Realtime, or possibly Photon Enterprise (to be able to use plugins that have custom game logic). is the custom server logic programmed? data If custom server logic is needed, does PlayFab also provide a server? Should we get our own from Amazon? And in which programming lang. So I'm pretty sure everything I have mentioned above can be done in one way or another, but I would like to know if PlayFab can do it out of the box, or if there'd be need to code custom server logic. Since we are using Photon for the multiplayer, not sure if closed matches between friends would be handled by us manually with Photon (creating a room for them), or if PlayFab already provides this feature.ĩ- Scalability: If the game is being played by thousands of players simultaneously, does PlayFab has a good scalability system? basically everything a normal player has and the matchmaking system will use one of them if no real player is found.Ĩ- Friends and Custom Games. Is there any way to have bots like if they were players? They would have name, items (units) etc. Bots will rise/decrease ELO ranking depending on their performance, but we should be able to modify their ELO manually. The match will affect both players like in any other match. I would like to have different bots for different rankings (easy, medium and hard). If there are not available players in, lets say 20 seconds, the game will create a game against a bot (ideally player won't know it's a bot). Could I configure that with PlayFab?ħ- Player ELO ranking and matchmaking. Also different chests can drop different Units.Ħ- Daily or weekly events: Clash Royale sells different cards for soft currency every X time in the store. Every time a user opens a chest, the server will tell the client which items are inside that chest. All that should also be configured in the server-side. Tycoon games use this feature a lot for construction times.ĥ- Cards/units are divided in Normal, Epic and Legendary, and they have different drop rates. ![]() ![]() To avoid time-hacking this should be handled server-side as much as possible. To which stent can I access that DataBase, create my own tables and so on?Įach unit would have several fields for the stats (level, damage, speed etc.) and those stats would change whenever the player upgrades the unit.Ĥ- Timed rewards like Chests, were oppening a chest takes X time depending on the type of chest. (ok)ģ- DataBase: Does PlayFab provide a DataBase to store all the "items" the users get? In this case the items will be cards that represent the units, and chests where you get the cards from. (ok)Ģ- Virtual currency, both soft and hard currency. I will use the work OK on things I already know PlayFab supports perfectly.ġ- User guest & Facebook/GameCenter login. ![]() I'm going to use Clash Royale as an example for the features we are looking for, since it's a well known game: We will be using Unity + Photon (it's 100% multiplayer game). I have used "custom" back-ends in the past and used Web-services for comunication, and I wonder how similar is PlayFab in that sense. I guess many of my questions have been asked/answered individually on the forum, but I would like to have a general idea about how can PlayFab solve all my backend/server requirements for our project. ![]()
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