In the game we are developing we use playfab to implement a highscore leaderboard. In this way the leaderboard is “shared” among various devices and operative systems.
But then also the game progress should be saved globally somewhere. Otherwise the highscore in the leaderboard is not consistent with the local saved data on the various devices.
Has someone already implemented something similar with Defold? What is the best way to achieve this? Should we restrict shared leaderboard and progress save only to devices with the same operative systems? (In this way we have many leaderboards and progress saves, one for each system.)
I hope my question is sufficiently clear and that someone can give my some help.
You can save game progress in PlayFab too? You should be able to login and link based on various accounts with PlayFab too.
What some devs do is to simply save player data in a S3 bucket via a simple server like with https://github.com/elli-lib/elli this is a big user count solution but it’s good to learn if you want to be able to less painfully grow.
It seems that playfab can save player progress in player data as a unique file. (I would say that the progress file of our game should have a size of a few tens of KB; so the size should not be a problem.)
Yes, playfab has API’s for login via iOS / Android accounts. It seems to me that in this way a player cannot share her/his identity on devices with different os’s but I would say this is not a problem.
You can allow login for Apple on Google and for Google on Apple, many games do. You can link the logins as well so a user can login with any they have linked.
Yes, I see; it is possible to share among different OS’s. The implementation tends however to grow in complexity.
Would you suggest to implement “recoverable login”? and even multiple “recoverable logins”? I would say that few players will (buy and) play our game on devices with different OS’s. But of course I dream of many thousands of them
It is something you can add later on. The biggest reason you should be saving player data remotely and allowing them to recover is if they pay for real money for things in the game. For purely offline games with no non-permanent IAP players are much more forgiving about not having that.