TWO TALES OF SLAYING THE DRAGON

It’s hard to imagine sometimes how much code is behind simple tasks in a game. Let us tell you a tale; two tales, actually. One from the player’s perspective and one from the developer’s perspective. Slaying the dragon can be very hard for both of them - but for entirely different reasons.

You decide to take the shorter path to the east.

How does the world of the game look like? Where are all the players located? Can enemies and other actors move around the map, and if yes, how? Our flexible Key/Value storage already allows the implementation of fast and secure maps, and we plan to make it even more powerful in the next few months.

You have great confidence in yourself: a level 42 paladin...

Authenticating and managing players is a big part of every game. Should you stick to email? Or provide Facebook login (we’d definitely recommend that)? You need to store your players' profile, as well as their characters’. How strong of a punch can Character A deliver? How many lives has Character B left? Is Character C a magician or a thief? Using Clan of the Cloud you can implement these features and functions with just a few lines of code.

… carrying a recently purchased Stormbringer is not someone to mess with.

The easiest way of monetising a game is offering in-app purchases: inventory items, extra lives, extra levels, etc. We offer effortless virtual currency management with AppStore and Google Play InApp mapping, receipt verification included. You also can, under specific rules, share currency data between different stores.

You spent many weeks building up this character: on your Android phone in lunch breaks at work and on your iPad in the evenings.

If your game is iOS-only or Android-only you are missing out on a good half of the market. Most developers port their games to all relevant platforms, eventually. This is no small feat, so why making it harder? Clan of the Cloud API works equally well on iOS, Android, Windows, Mac OS X, and Linux via C++, C# and and JavaScript. We offer support for gaming consoles through Unity. Storing your data on our servers also makes it possible to have one unified player profile, instead of platform-specific ones.

Your goal is slaying the dragon, the boss enemy of this level. You know it's your time: another player, a friend of yours in the game ...

From a developer’s perspective enemies and NPCs are almost as complex to handle as players, especially if you want to make them realistic. We've got your back! Managing alliances and connections between players is a breeze, too, making your game twice as much fun to play.

… fought the beast just 20 minutes ago. While the dragon did not die, he did not have the time to regain his strength yet.

The dragon’s health will be restored in 1 hour. Your game becomes very vulnerable to cheating if you handle this on the client side, simply by adjusting the clock. Fortunately we have advanced, server-side timer features for healing dragons - or anything else.

You chat on your archer friend, she’ll be a great help.

Our notification features are so robust you can use them to implement a fully-fledged in-game chat system if you wish, with minimal coding.

You hit “next turn”.

For turn-based multiplayer games we offer all the necessary features like shared game state and asynchronously dispatched moves. Our secure, server-based random seed makes cheating very hard, and instantly recognisable.

Very soon, the glory will be yours.

And by using a gaming backend-as-a-service you make your life as a developer so much easier.