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HamQuest: Server Side

So I’m now getting to a point with HamQuest where I can start to look at the server side stuff. For the most part, the server side portions are merely those of statistics tracking. For example, the game will have a record of how many lovely hams have been picked up, how many skeletons have been killed, and how many potions quaffed.

But as is usual with this sort of idea, I want to check it out on a smaller scale game with fewer statistics. Something more along the lines of Click The Yellow Rhombus. I’m also not interested in using my old user system, nor in creating a new user system to use with these games, and so I’m probably going to go with Facebook, who will nicely deliver me a userid depending on who is logged in, and I don’t have to worry about that stuff.

In CTYR, there are only a few values to track: Hits, Misses, Score, Number of Games Played. I would track these on a daily basis per player, and keep only the last thirty days of information. I can then show reports depending on the last 24 hours, the last 7 days, and the last 30 days, and have rankings for each category.

But beyond rankings, which are good for a game, but people will lose interest after a short time, there needs to be some sort of incentive system, and the incentives need to be rule bending.

So, if I go with an experience point system, one game of CTYR earns the player 1 XP.  After a certain threshhold, he reaches a new level, and gets a number of cheater points he can use to buy advantages, like 10 free hits in his final score of CTYR, or eliminating 10 misses, or whatever, but some sort of advantage that he can purchase with his cheater points.

The XP based system is all cool and stuff, but there needs to be another way to earn cheat points. Each day must have a high scorer, and whoever gets that high score gets a cheat point.

So, two ways to incentivize: play a lot, and earn new experience levels, or do really well compared to others, and bypass the grind.

Which always leads to the third manner of getting cheat points, which is paying for them. I don’t have any current plans, but that’s how these systems ultimately work, and I’m not forgetting that.

In order to make this work, I will need a Facebook enabled, MochiAds enabled, Server side talking version of CTYR in Flash written in Haxe and interfacing with PHP and MySQL, with this simply being a straw man test for its eventual incorporation in HamQuest.

Does this mean that HamQuest will need to be written in Haxe? Maybe.

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