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Today, GSN Games is proud to announce the latest addition to our growing global organization with the acquisition of Gamedonia – a mobile games backend-as-a-service developer based in Barcelona, Spain. Financial terms of the deal were not disclosed.
This acquisition of both Gamedonia’s platform and team will help GSN Games power rapid game development across studios. Gamedonia’s talented team of eight technologists have already begun integrating with GSN Games. The team is working closely with our GSN Games India studio to implement its leading backend technology into India’s game development pipeline. Gamedonia, which will become GSN Games Barcelona, will work closely with the technology leadership team of GSN Games India.
You are putting too many features in your soft launch.
Don’t worry, everyone else is too. But by doing so you are wasting time, spending money you don’t need to and jeopardising the long-term future of your game. Here’s why.
One of the recurring questions you ask our support team is how to actually make a turn based game in Gamedonia.
Because you’re already great coding features for your games, all you may need is a little guidance on how to organize your design to make the things you want work.
When you see the following example, you’ll see how easy it is.
The video game industry has many outspoken people to learn a lot from, especially if you have little mileage as a developer. I’ve put up a list of thought provoking game development quotes by influencers of the video game community. I hope you enjoy them!
Apple recently launched a new Twitter account that’s completely dedicated to games! Yay! This is great for gamers, but, what about game developers? Well, one of the first things @AppStoreGames did was to shed some light on how you could have games featured in the App Store.
Vasiliy Sabirov from devtodev shares with us an insightful article where you’ll learn the best way to calculate the lifetime value for your game or app.
The question of calculating lifetime value (LTV), also known as customer lifetime value (CLV), sooner or later pops up before the developers of mobile games and apps. There are many valid methods to calculate LTV. In this article, we will describe the 5 most common methods and will identify their strengths and weaknesses. These methods are especially suitable for the free-to-play model.
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When making a multiplayer game, one of the most important issues to cover is how your networking communications will be addressed by your game design. The game characters are constantly moving and you should be able to position them and transmit their location accurately to all the players.
But, what type of information should you send to communicate between players if you’re making a real time multiplayer game? You’ve got several options to start off:
Deciding what information to send to the server in order to reproduce a true real-time multiplayer experience is the first step towards designing effective networking communications. Unsurprisingly, there are more key aspects to consider before you can get there.
I’m sure you’ve heard about lag, and pretty sure you’ve experienced it yourself in a FPS or RTS. Those are games that only make sense in actual real-time, and lag makes this hard.
That’s why I’ll talk about how lag affects games, why addressing lag matters, and offer some techniques to deal with the lag problem. These are the lag compensation techniques, which can be applied from the client-side or the server-side.
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If you plan to make a real time multiplayer game, there are a few important things you have to bear in mind when you design it. A common misconception developers make is that the most important stuff to plan are programming, graphic simulation, and other technical stuff. I don’t want to underestimate the importance of coding, I’d be foolish to do so. They matter a lot but, they are the mean not the goal.
It is clear that the social aspect of games has been established as a really important aspect of game development. Improving the game connection, offering balanced play based on the user level, adjusting difficulty based on the analytics of the data in-game.
All these functionalities rely on a secure server setup. When running on your own hardware (e.g. VPS, dedicated) you’ll need to figure out what scalability strategy to follow and take protection measures. Even then, servers will eventually go down.
So when’s the best time to start planning for servers?