I'm currently rolling an internal social engine for my game(s) - something pretty similar to Gameloft LIVE, where all of my games will share a single account system, friends lists, etc. It's being done with ASP.NET Razor, MySQL, and WebMatrix.
You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
As a matter of principle, I never use third party services.
Third party SDKs come binary only, and you have NO garantee that the SDK is not stealing private info of your customers.
That is why I use gamecenter on iOS, but have no leader boards on android or OUYA.
if OUYA would release leader board services, I would use it,
As a matter of principle, I never use third party services.
Third party SDKs come binary only, and you have NO garantee that the SDK is not stealing private info of your customers.
That is why I use gamecenter on iOS, but have no leader boards on android or OUYA.
if OUYA would release leader board services, I would use it,
Sounds like you want a custom rolled PHP or ASP.NET leaderboard system ;)
You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
If anyone wants to share more insight - why did you make your choice, and are you happy with your choice now?
I am particularly interested in the value of these gaming social networks that include profiles, friend lists, etc. I've been looking at leaderboards for games that implement those social networks and, every time, the leaderboards are filled with "guest2364", "guest 75483", etc. And to me, that says that most of your users aren't really buying into the whole social aspect anyway... so what's the point?
Would love to hear if someone has a different opinion though.
I went with ASP.NET and MySQL because it was very easy to set up in MS WebMatrix, and it allows me to code all of my server-side code in C#, which is a far smaller mental context switch from clientside to serverside (I use Unity3D) None of the off-the-shelf solutions really suit my projects, and I realized I would have to custom-roll something to get the level of control I need. So I'm currently writing an in-house service called MoPho LIVE (similar to Gameloft LIVE). It features shared sign-in (players can use the same account for all of my games), friends lists, near realtime communication over HTTP (turns out, really easy to do in ASP.NET) used mainly for push notifications, game saves, user stats & leaderboards, and achievements. It will also have a shared IAP system, where your virtual currency ("credits") are shared across all of my games (it will support SuperRewards on PC and Browser, and of course OUYA support will come as soon as I can get a response on my support ticket) As far as leaderboards with "guest" usernames, my game will NOT allow that. You will have to have an account in order to show up in the leaderboards.
You didn't remember the plot of the Doctor Who movie because there was none; Just a bunch of plot holes strung together.
Ha! So I just learned that Ouya is planning to have their own social features, including leaderboards and such, sometime after launch. Since it sounds like that will eventually be the ideal I guess the real question I should ask is - how far along is progress on those features? Should we expect them soon after launch?
I feel like leaderboards are crucial to my game but I don't know if I should wait for official Ouya leaderboards or go ahead and implement my own only to throw the work away later.
I don't expect it until fall. If it's just leaderboards implement it now and update it later. As I understand it, Ouya's will be more like Xbox Live with a social aspect as well. Things like messaging, player matching in addition to leaderboards, achievements and cloud saves.
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It's being done with ASP.NET Razor, MySQL, and WebMatrix.
Take some time and learn Designer-Friendly Programming 101.
None of the off-the-shelf solutions really suit my projects, and I realized I would have to custom-roll something to get the level of control I need.
So I'm currently writing an in-house service called MoPho LIVE (similar to Gameloft LIVE). It features shared sign-in (players can use the same account for all of my games), friends lists, near realtime communication over HTTP (turns out, really easy to do in ASP.NET) used mainly for push notifications, game saves, user stats & leaderboards, and achievements. It will also have a shared IAP system, where your virtual currency ("credits") are shared across all of my games (it will support SuperRewards on PC and Browser, and of course OUYA support will come as soon as I can get a response on my support ticket)
As far as leaderboards with "guest" usernames, my game will NOT allow that. You will have to have an account in order to show up in the leaderboards.
Take some time and learn Designer-Friendly Programming 101.