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Realtime server commands for multiplayer games

David Xicota | Development, Realtime

When making a multiplayer game, one of the most important issues to cover is how your networking communications will be addressed by your game design. The game characters are constantly moving and you should be able to position them and transmit their location accurately to all the players.

But, what type of information should you send to communicate between players if you’re making a real time multiplayer game? You’ve got several options to start off:

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What’s the best time to launch a game

Adria Galito | Marketing

No one wants to have their game blend into the mass of all the ‘other’ games. You want to avoid this, I get it. Because game development is such a complex endeavor though, sometimes unfortunate issues arise and delay the launch schedule for your game.

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5 Ways to calculate lifetime value for free-to-play games

Vasiliy Sabirov | Marketing, Development

Vasiliy Sabirov from devtodev shares with us an insightful article where you'll learn the best way to calculate the lifetime value for your game or app.

The question of calculating lifetime value (LTV), also known as customer lifetime value (CLV), sooner or later pops up before the developers of mobile games and apps. There are many valid methods to calculate LTV. In this article, we will describe the 5 most common methods and will identify their strengths and weaknesses. These methods are especially suitable for the free-to-play model.

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How to get your game featured in the App Store

Adria Galito | Development

Apple recently launched a new Twitter account that's completely dedicated to games! Yay! This is great for gamers, but, what about game developers? Well, one of the first things @AppStoreGames did was to shed some light on how you could have games featured in the App Store.

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Game Development Quotes [Cool & Inspiring]

Adria Galito | Development

The video game industry has many outspoken people to learn a lot from, especially if you have little mileage as a developer. I've put up a list of thought provoking game development quotes by influencers of the video game community. I hope you enjoy them!

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How to Design the Data Structure for a Turn Based Game

David Xicota | Development

One of the recurring questions you ask our support team is how to actually make a turn based game in Gamedonia.

Because you're already great coding features for your games, all you may need is a little guidance on how to organize your design to make the things you want work.

When you see the following example, you’ll see how easy it is.

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What are Live Game Operations

Adria Galito | Development

Live game operations help games grow according to the users’ needs by making constant changes to the game so it feels alive to the audience.

Does this sound familiar? I’m sure it does, considering most of the games now are live games that constantly introduce changes to improve them and more aligned to what the audience needs. These changes usually apply to the parameters that contain the game rules, not to the general game code that defines what you can do in the game.

With some examples you’ll clearly see the difference between live operations and the rest.

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User Login Tips To Keep Social Gamers Happy

Anam Vadgama | Development

Let’s not sugarcoat here. Developing a social game is now about so much more than innovation. You need to market your app, get users and most importantly, retain them. And to retain them, you need to keep them happy. In this article I’m going to give you a relatively easy hack to doing the above: Get your users to login!

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Learn 3D Level Design

Mateusz Piaskiewicz | Development

What do all video game awesome sceneries have in common? Good composition! Learn 3D level design basics with this complete guide by Mateusz Piaskiewicz, Level Artist & Designer who started the invaluable resource page LEVEL-DESIGN.org

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How a Small Development Team Can Beat a Big Team

Andreas Papathanasis | Development

For many years around the turn of the century, some of us (myself included) used to believe that the best games can only come from big teams. We were tricked into thinking this because it was the status quo. The gatekeepers, who back then largely controlled what gets released to market, only considered specific kinds of games that met certain criteria - a growing list of "back of the box" features that the publishers and their marketers decided the market wants. In addition to implementing those features, game development teams had to push constantly improving hardware to its limits, and they had to feature a large amount of content to justify the $50-$60 price tag. Naturally, those games need big teams to make them. For big AAA games, team size has kept increasing on each subsequent hardware generation.

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