Technical presentation about creating a fast-paced realtime online multiplayer mobile game. Using modern server-less technologies and cloud systems.
Video presentation explaining in Turkish
https://youtu.be/xeXDUcxJ94k
2. Me
Founder of ‘Football X’
15+ years of experience mostly in gaming
Game Developer, Product Lead
Team Lead, Tech Consultant
Ex-Flash Developer
suatsahin.com
suat@suatsahin.com
Indie Prize, Los Angeles
3. Football X
● Casual Arcade Football
● Online Multiplayer Fast-Paced PvP
● Unity, Spine
● Firebase & Photon & GCP
● Fantasy Cartoon Concept
● Released on IOS & Android
● 2D Graphics (3D Pre-Rendered)
4. Progression
● Partnered with Gamester
● 7 Months for First Release
● Indie Prize at Los Angeles
● Added New Features
● Visual Rework
● Many Releases (~20)
● 2.5 Year Total Time Spent
● Failed in Market
13. Requirements
● Low Server Cost
● Low Development Cost
● Easy-Low Maintenance Cost
● Configurable via JSON (ex: Chests)
● Lots of Features
● 1 Software Developer
● Online Fast-Paced Multiplayer PvP
● Publish to Global
● Multi-Language
● Multi-Platform, Cross-Platform
● Works on Low-End Devices (IPhone 5C)
● Works on High Latency Connection
● On Demand Scaling
14. Lots of Features
● Daily Rewards
● Avatars
● Powerups
● Dynamic Shop, Resources (Double
Currency, Energy)
● Chest Models (more than 100x)
● Onboarding
● Tutorials
● Game Play Features (Boost, Portals,
2X Wall, Drops, Emojis etc.)
● etc.
● Online PvP
● AI (Match, Season)
● Clubs
● Friend List, Challenges
● Level Progression & Rewards
● Feature & Content Unlocks
● Trophies & Missions
● Arenas
● Seasons (Player, Club)
● JSON for Everything
20. Data Optimization Strategy
● Data Merge
○ Game Data & User State
○ %80 Cost Reduction
● Instance Caching
● Logical Data Context
○ DB Workload Reduction
○ Update Data at Once
● Multiple Databases
Game Data User State
21. AI
Match AI
- Multiple Difficulty Level
- Changes Depending on Score
- Various Play Styles (20 Parameters)
- JSON Config
- A/B Test
Season AI
- Multiple Difficulty Level
- Win, Lost, Draw chances
- Bot Count for Season
- Changes via Season Level
- Scheduled Play Time
- JSON Config
- Redis
- Just Few Bots for Unlimited Users
24. Conclusion
● Don’t Make It Alone
● Casual Games are Not Easy
● Core Mechanics <%5 of Total Work
● Market Comes First
● Cloud is Your Friend
● Use Online Services
● Optimization Matters