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store values for players (kills, deaths etc)

Discussion in 'Multiplayer' started by ManAmazin, Sep 16, 2014.

  1. ManAmazin

    ManAmazin

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    Hey guys the title says just about all im thinking...im trying to see my best option to switch from unity networking, was going with photon i guess, my question is whats the proper way to store values for total "XP, kills/deaths KD ratio etc also weapon unlocking and the sort ...im assuming a database right? Has anyone gave playfab(http://playfab.com/) a shot for handling back end stuff like this? thanks in advance for any guidance guys
     
  2. Ashkan_gc

    Ashkan_gc

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    I think www.muchdifferent.com 's unityPark sutie is the best option if you want to switch from unity networking. take a look at http://developer.muchdifferent.com for more information.

    It has uLink which is a networking library similar to unity's built in networking but much more powerful with custom class serialization, unreliable RPCs, server to server communication and player redirection from server to server (handovers) and ...
    It has uGameDB for using highly scalable and free Riak database for storing the exact kind of data that you are mentioning.
    uZone for programmatically starting and stopping game server instances.
    uLobby for creating game lobbies with user accounts and friends and any other feature that you want.

    We are adding many new interesting features like socket layer abstraction which allows you to use steam's p2p api and any other backend you want for sending data over the network.

    Many big games like shadowgun dead zone from mad fingers. transformers universe online game, behavior interactive's upcoming warhammer 40k eternal crusade and ... are powered by it and you can be sure that it's battle tested and is much more than a simple message relay.
     
  3. bertelmonster2k

    bertelmonster2k

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    Ashkan, please stop hijacking every thread and spamming it. Copy/pasting the same stuff over and over again is annoying.
     
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  4. fholm

    fholm

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    Yeah, this is getting ridiculous, it's basically the same thing over and over and over in every thread. If all of us that have a stake in this market keep spamming the forums with "advertisement" posts it will become useless.

    The answer to every networking problem is not uLink, but neither is it Bolt, Photon or any other solution. So please, stop pushing the same info over and over.
     
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  5. Ashkan_gc

    Ashkan_gc

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    Sorry for posting long descriptions but I saw Tobbias of photon is doing the same and I feel we have a low market share compared to the value of our products. They even post news about their releases in the forum.
    Also I try to answer only in relevant questions, I recommended player.io to people yesterday for their game.
    I did not intend to spam the forum but isn't uLink the best option when switching from unity networking? It has the same API and is more powerful. I agree that additional description wasn't required.

    Anyways sorry for making trouble. I'm a long time user and always tried to be helpful. If you take a look at my answers.unity3d.com profile you might agree. and the posts that I did on this forum.
     
  6. Tiny-Tree

    Tiny-Tree

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    i have tested both Playfab and Kii for backend service
    Playfab:
    the service is in early stage but its one of the most complete, easier to integrate than parse for me., leaderboards friends management onWebsite catalogue management, event through the game manager.
    and some features really interesting that are not yet available ( chat, full features game manager, game forum etc)

    the pricing is one of the best offer yet 1000 daily users, when with other you have 1000 monthly users, or limited message storage, playfab is unlimited on this side.

    the only default is analytics are pretty basics and documentation is WIP, note that since few days now they have youtube tutorial series, and their demo have drag and drop prefab.

    Kii:
    Excellent documentation, the analytics are robust, the free tier is fine if you design your game to not send lot of messages, but no chat, not leaderboard, not catalogue management, and some analytics metrics are limited by pricing too.
    but you can easily use other services specialised in analytics like GameAnalytics, or the new one bought by unity: Unity Analytics ( Playnomics ).

    i haven't tested the other services so far because they are way too expensive for same level of service provided, and i would also avoid service that spam forums. you dont want to bind your game with an unserious service.
     
    Last edited: Sep 18, 2014
  7. tobiass

    tobiass

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    @Ashkan_gc: You do post relevant info in many cases. In other cases you suddenly post ten times a day and sometimes even revive quite old topics. However, it might help some people, so I'm fine with that.
    I also reply to many threads and try to focus on the posts where Photon was mentioned anyways. The update-news are in a thread per package. The naming is obvious and easy to ignore in my opinion.
    Just wanted to say that. No hard feelings from my side. Whoever is bothered by my posts/frequency/topics: Please let me know via PM.

    @Computerkid23: Sorry for hijacking your thread! Damien's answer is probably the only useful for you :)
     
  8. ManAmazin

    ManAmazin

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    Thanks man appreciate the time set out to answer i think imma go with playfab with photon for my needs i was only skeptical because of photon's 20CCU vs playfabs 1000DAU.
     
  9. ManAmazin

    ManAmazin

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    no prob tobias i think you answered my question on photon forum about this already it was just late lol, but i understand you guys are busy so no worries
     
  10. Ashkan_gc

    Ashkan_gc

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    I'm exactly fine with what you do as well, I just was comparing it. I come and go to the forum because I am busy doing other stuff and due to other reasons. I generally post to older topics as well because these days thanks to Google people might find it and it might be helpful. Old posts can not be good advertisement targets (at least compared to new ones) because no one is reading them and original requester is not monitoring it probably as well. I respect you guys and what you are making is good for some use cases, and ours is good for some other (I don't see us competing much honestly). Sorry for going off topic in the thread.
     
  11. jpthek9

    jpthek9

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    WOW This got really irrelevant. Maybe try to work out problems with private messages?

    I've looked into Photon, uLink, DarkRift and Playfab and it seems like Playfab has their stuff together the most (and all those mentioned features are now completed). The good stuff of Playfab:
    ab
    1. A free trial-type version that lets you test everything to make sure it's right for your game. Photon and uLink also have these so there's no reason to not try them all to make sure they're right. The CCU is also very nice for allowing a large closed Beta stage.
    2. Cloud servers that are customizable - run custom server logic on top of the already powerful Photon server logic. Photon also has a cloud but they really fall because they aren't customizable thus extremely impractical for many games.
    3. There is a fully integrated account, currency, and custom player data system. No other networking solution provides you with a fully fledged account system that lets players purchase items and purchase credits to purchase items - important for popular games.
    I just posted reviews of various networking solutions you might be interested in: http://forum.unity3d.com/forums/multiplayer-networking.26/.
     
    Last edited: Jan 31, 2015