Insights

Writing a Highly Scalable, Server-Authoritative Game – Part 3

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In the previous instalment of the ‘writing a highly scalable, server-authoritative game’ series, we looked at optimizing client-server communication, and ensuring your communications won’t prevent scaling of your game to millions of players. Now, let’s look at some server-side techniques for ensuring that your code won’t become a bottleneck when you are handling large numbers

Tips for Writing a Highly Scalable, Server-Authoritative Game – Part 2

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In the previous post, we explored how building a server authoritative game can offer huge advantages to developers, including quick and easy control over in-game functionality, fraud and cheat detection/prevention, and providing reliability and consistency between connected peers.  We also saw how using an authoritative server can help you to deal with unexpected issues and

Tips for Writing a Highly Scalable, Server-Authoritative Game – Part 1

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Using the GameSparks platform when writing your next chart-topping game offers plenty of advantages – off-the-shelf functionality such as social network integration, leaderboards, virtual goods, in-game currencies, matchmaking, challenges, etc.   Apart from being able to leverage all this off-the-shelf functionality, GameSparks offers you the opportunity to write a “server-authoritative” game. There are many definitions

Live Ops: Managing Your Game to Maximise User Retention and Engagement

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  So you’ve made your game.   Countless hours spent coding, drawing, compiling, then testing. Finding a bug, and doing it all again. You and your team are tired but elated as you hit the final ‘submit build’ button. Off it goes into the big wide world. You crack open a beer to celebrate.  

The Average Gamer: How the Demographics Have Shifted

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In this guest post, technology journalist Cassie challenges the stereotypes of gamers across the globe. All thoughts portrayed in this post are that of the guest author and not of GameSparks.   There’s a stereotype that the only people who play videogames are adolescent boys. This image has persisted over the years thanks in part

What Developers can Learn from the Mistakes of Pokémon GO

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Pokémon GO achieved world domination before being officially available in every country. A mass explosion of people can now be found roaming the streets with but one goal to be achieved, “Gotta catch’em all!”   Although millions of Pokémon GO players have embraced the nostalgic and addictive sensation, they have also had to endure many bumps and

A Word on Latency (wait for it…)

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For many games, latency (the time taken from making a request to receiving a response) is, or should be, a major consideration. Latency can have many contributing factors, but generally can be classified into two main categories: computer latency and network latency.   At GameSparks, we understand these concerns and our service is architected from

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