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12. Turbulenz Game Services

The Turbulenz Game Services allow games to interact with the live services provided by the Turbulenz game site. The services can be used via the web-based Turbulenz Services API or through the Turbulenz Services JavaScript Library (Included in jslib).

12.1. Turbulenz Services JavaScript Library

The Turbulenz Services Library is a set of JavaScript objects for communicating with the Turbulenz Services API. AJAX calls are used to communicate with Turbulenz Services. No prior understanding of AJAX is required to make use of these services. Simply target the interface provided by the JavaScript library.

Note

To use any of these services, the game must be run on one of: Turbulenz local development server, Turbulenz Hub or Turbulenz Game Site. These services are not available when games are run directly from the file system.

12.1.1. Saving and loading games

Turbulenz Services allow games to save a player’s progress. This data is saved on remote servers, which means the player can login later from a different location and continue their game. The space available is measured per user, per game and can also be used to save user-specified settings.

For information about implementing saving and loading, see the UserDataManager. Here are a few hints and tips when using the UserDataManager:

  • Save games should be split into sections to increase download and upload speeds.
  • Easy to use key-value system which allows you to save only the differences between each save state, in turn saving memory.
  • A player’s user data represents a location for persistent storage for each transaction. Make sure to verify the integrity of all transactions in the case that connection to the server is lost.
  • Avoid saving a large amount of total data, this data is saved for every user and will be slower to load on game start.

12.1.2. Recording and querying high scores

Your game may include some kind of high score or ranking system. To allow players to view their high scores and compare with other friends, Turbulenz Services provide a ranked leaderboard system. The system allows the game to record the best scores set by each player and calculates how that player compares to other players on the system. The resulting rank can be queried by the game and is also displayed on the Turbulenz game site. A player can see who is above them and below them in the ranks and what their next target is to improve.

The LeaderboardManager is the JavaScript interface for the game to access this functionality. Here are a few hints and tips when using the LeaderboardManager:

  • Aim to reduce the number of leaderboards a game creates. This gives more value to the fewer leaderboards that do exist and makes them more competitive.
  • The game site will initially show a selection of the leaderboards that you add, make sure the most valuable ones for your game are added at the top.
  • Use of the sortBy key/flag in the leaderboards.yaml file allows you to specify whether a leaderboard is ranked in ascending or descending order.
  • Make sure your leaderboards.yaml is correct before deploying your game to the Hub. The uploader will verify the file before transmitting
  • Make sure any assets you use such as icons are correctly added to the list of deploy files before upload. The upload may fail if this information is not correct.
  • Examples of leaderboards can be found in the MultiWorm example app included in the SDK.

12.1.3. Progressing towards and achieving badges

Badges are the name for Turbulenz’ achievement system. They represent game-based targets and challenges a player can aim towards. Turbulenz provides a comprehensive system of badges which accumulate across the Turbulenz game site. Badges can be worked towards (e.g. collecting a certain number of items) or directly awarded for passing a milestone.

The BadgeManager is the JavaScript interface for the game to access this functionality. Here are a few hints and tips when using the BadgeManager:

  • Add value to your Badges, make sure they give the user a sense of achievement having put in the effort to obtain them.
  • Badges have progress meters, that can take on the form of different shapes e.g. circle, diamond, etc, choose how you want them represented in the badges.yaml.
  • Each badge will have an icon which is revealed when achieved. Be creative with the design for these. Making each badge collectible will make it worth the effort.
  • Examples of badges can be found in the MultiWorm app included in the SDK.

12.1.4. Accessing the user’s profile

Each user on the Turbulenz game site will have a profile that games can access to obtain a user’s screen name, nationality, language etc. More information from the profile will become available to the game over time, subject to user permissions settings.

The UserProfile is the JavaScript interface for the game to access this server functionality. Here are a few hints and tips when using the UserProfile:

  • The majority of data from a userprofile is read-only and for the purpose of addressing the user directly e.g. adding a user’s displayname in a story or suggesting a language setting for the game.
  • Age can be used to determine if a user is suitable for the game’s age rating.
  • Use of a user’s profile data is covered in the game site’s privacy policy
  • The Turbulenz local server will always return the data for a single user
  • If a field is undefined or null, it can be assumed that the information is either not specified or inaccessible.

12.1.5. Resetting local server data

Each of these Turbulenz Services are available from the Turbulenz local server, Turbulenz Hub or Turbulenz game site. When testing on the local server, data is stored locally in the folder:

*SDKINSTALLDIR*/devserver/localdata

The local server requires no login and acts as the user logged onto the system. Your username for the local server is automatically set to the same as the user logged onto the machine. To test the behavior of multiple users, you should upload your game to the Hub.

To reset the local data generated by the Leaderboard or Badges API, you can remove the data for a specific game from one of:

  • *SDKINSTALLDIR*/devserver/localdata/leaderboards
  • *SDKINSTALLDIR*/devserver/localdata/userbadges
  • *SDKINSTALLDIR*/devserver/localdata/userdata

where individual games are identified by the slug name. Resetting this data is equivalent to starting as a new user.

Warning

Do not attempt to manually edit data in these files. Editing the files could cause data corruption and undefined behavior from the local server. You should attempt to use the interfaces to debug this information and only view this data as a last resort.