SDK access channels to focus on improving the user experience compatible

  September 24, 2014 Global Mobile Game Developers Conference (GMGDC) today held in Chengdu Century City, the parties gathered an elite mobile gaming development experience to share. Prism CEO Liu Peng interpretation of how to use the SDK to access the user experience to improve the game from a different dimension.

Prism CEO Liu Peng

  The following is the speech Record:

  We found that a lot of developers in the process of access to the SDK, there will be a lot of problems in which the channel expansion, and these problems are often due to the design of the game did not grasp at some point lead behind a high cost. These points in game design which is some small point, are some will not have a significant impact in terms of core gameplay, but will affect the cost of back-channel access.

  Prism Cloud Bridge, my company, positioning is hand travel industry third-party service providers, we do not play games, do not issue, we have only one thing is hand travel industry of third-party services.

  Channel compatibility design

  What is the channel compatibility design? This is not a very big thing, but in the back can cause a lot of problems in the game there will be not considered in the rear channels compatible, it will lead to a series of questions to see what issues?

  When some games channel access, R & D personnel might reflect something like "this week access the original plan, now seemingly stuck" Why? Because of our game is designed so that their game SDK is designed as if we have to connect the SDK, we will change the game is very large, this is a very common phenomenon.

  The second point when we requested packet access channel after it, the channel will channel monitoring and repeatedly hit the hammer, which is a very common problem we encounter. The most serious problem is that we have to be compatible with a particular channel, this channel is not compatible with our previous payment system, so we made a new payment system compatible to this channel, which occurs when different channels in use different channels module, the future will cause great risk, it will increase the cost of many versions, each version as a hair equivalent for each channel of the system should be maintained, which is the developers do not want to see thing.

  How to avoid these things? In fact, a lot of things to adjust in the game a little bit designs will circumvent these problems, we also hope to share our summary of points for everyone: Our system is dealing with nothing more than two channels: one is the payment system, a user system.

  Any amount paid should be the principle of payment system design

  To talk about the payment system, payment of any amount of support. In fact, we consider the channel compatibility when, in the design process is a principle, not to see what the channel support function, but look at what the function of this channel is not supported. That we want a complete understanding of the needs of channels, this time we will extract the features which are not supported by all channels, which functions can be supported by all channels, this time using the multi-function all channels can be supported, the part of the bypass channel support functions, is one such idea. Virtually all recharge any amount of recharge channel will support the majority of the game we use the prepaid fixed manner, but in fact if you know enough about the channel, you can not know this fact, many channels fixed payments complete support, so in the game the design process to ensure that the principle is to support any channel, any amount of recharge.

  Do not do anything recharge result of the determination in the client, generally speaking all the channels results reflect the client is not the same, so we had better be ignored feedback results of these clients, instead of using the server-side validation, this will greatly enhance the security of our gaming operation in which the process.

  Attention to the user experience developer's success depends on details

  Here to talk about the point the user part, we found that many developers will be very concerned about the fight game, a variety of experiences after login, but often ignored your game can not be canceled, can not switch accounts, in fact, this is a very important point . Because some developers will be such a situation, we log into the game to play it very well, and finally quit the game. However, before one or two channels, no problem, the third channel found to have a floating window, floating window there is a button to switch accounts, if you want to switch this time of change, then the game is very difficult, so focus on them early in the game design process then, it is late to avoid this part of the cost.

  The second caution of using channels Nickname. After we appeared once such a situation, there is a game on the line, found that all the users are a name, called the "default user" This is because all the channels the user's name as the default user, how to solve this problem? Very simple, first created the role of the user, or the first time into the game, we can modify the automatic pop up a dialog box, and then click Edit and save the change.

  Finally, speak a little thing on the main interface, this is not a game of the main interface, players enter the game before the main interface. The first look at this process is no problem, there is no thought of another question, your login is the channel to achieve SDK functions, this time the channel SDK Login failed for user no networking or when something goes wrong how to do? This time login failed SDK can close the page, showing this time to use a whiteboard, whiteboard was recognized in this test among many channels is a game among the whiteboard. There are games written off switch users when there is a very convenient place to return to the main interface, that is to say before the login main interface is very important, and the main interface does not affect any aspect of game design among his automatic Login does not conflict, when normal automatic login of the main interface can not be perceived among users in the background, and a picture of a button on it.

Statement: Sina gaming channel posted this article for the purpose of passing information, not mean that SINA Corporation agree with their views or confirm the description.

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Origin blog.csdn.net/FlyPigYe/article/details/93193845