I’ll begin providing a simple Online Player Prefs Service soon.
It will allow you to save any user data online and sync user data across any device.
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SetValue( key, value );
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GetValue( key, onReadyCallback );
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LoginGuestUser();
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CreateUser( email, password );
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Login( email, password );
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ResetPassword( email );
Pricing
I am still adjusting the pricing model to make sure hosting costs are covered, but it will be around the following:
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Unlimited Connected Users
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GCU - Game Cloud Unit
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1 GCU is approximately what an average monthly user would use
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1 GCU includes 1MB Bandwidth
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1 GCU includes 1MB Storage / Month
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1 GCU includes 1,000 Transactions
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1,000 GCU free each month
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+10,000 GCU = $10
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GCUs never expire
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Free for small games
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Affordable for any game
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Networking Solved without Development Costs
Story
I am planning to build a new Game Cloud Service that will eventually be more powerful than anything currently available.
I have been using Microsoft Azure Cloud for my own use which is amazingly powerful and cheap.
I recently learned about Age of Ascent’s goal to support 100,000 users in a single space battle (worldwide users all fighting in the same battle against each other). They have already succeeded with 50,000 players in a single battle.
http://web.ageofascent.com/video-microsoft-cloud-age-ascent-browser-game-handle-50000-players/
Then, after reading their tech documents, I realized that I was already using some of the same technology.
Game Cloud Services
First, I want to release a simple Online Player Prefs based on my existing code.
From there, I will expand it to support more advanced scenarios that require shared data:
- Leaderboards
- Lobby
- Room
- Chat
- Session
- Groups
- Persistent Universe
Some details:
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This will work for any game (real time support will be added later)
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This will support unlimited users
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This will all be cloud based built on Microsoft Azure
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User Data would be located in the nearest Microsoft data center to the user
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Data centers are in 22 world wide regions: https://azure.microsoft.com/en-us/regions
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I have used this tech with my app with 30,000 connected users
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The price would be cheaper than anything out there
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Accessing the Api will be simple on any platform or device
Future Ultra-MMO Real Time:
If demand is sufficient, I will expand to real time.
I have been researching Age of Ascent technology and plan to implement a similar architecture.
- Ultra-MMO Real-Time
- Regional User Clustering for Low Latency (<100ms)
- Worldwide Single Universe with Medium Latency (<400ms)
- Supports 50,000+ connected users in a single universe location (actively messaging each other with <100ms lag if in same region or <400ms worldwide)
- Supports Unlimited Connected Users
- Inifintely Scalable Server Clusters in Every Microsoft Region to support unlimited connections at any region
- Will sync universe state across regional clusters
If you want to know how this is possible:
http://web.ageofascent.com/age-ascent-azure-service-fabric-developers-presentation/
Let me know if you think this would be useful.