I'm wondering if there is a built-in way to support matches with people who are currently offline.
My use case doesn't require both sides to be online for a match to be a success. I wanted the users to be able to subscribe to a 'matching pool' of interested parties based on in-game criteria (e.g. level, skills, virtual goods possessed) and after that other users would be able to be matched with them even if the original player isn't currently online.
Is the matchmaking system a good fit for this use case or should I be investigating something else?
The first thread you linked is a great way to keep track of custom data like this, though for matches we have implemented a dedicated Matchmaking system since then.
There is a good tutorial on creating turn based challenges here
Thanks,
Oisin
M
Matt Duffy
said
almost 7 years ago
Hey Oisin, thanks for the quick reply.
A couple clarifications if you would:
When you say Matchmaking in the context of the GameSparks system are you implying a synchronous-only event flow? i.e. Player 1 through Player n must send a MatchmakingRequest within the Period specified in the Match Threshold in order for a match to be found.
When you say Challenge is it implied that the challengers know one another? i.e. As I currently understand, a player can't issue a 'challenge to all comers,' s/he needs to challenge a friend who is also playing the game.
Customer Support
said
almost 7 years ago
Hi Matt,
1.Yes, though you can set whatever threshold you wish.
2.You can set a challenge to Public if you want to challenge strangers.
Thanks,
Oisin
M
Matt Duffy
said
almost 7 years ago
1. It seems I'm limited to <=60s for thresholds. Is that a bug?
Customer Support
said
almost 7 years ago
Answer
Sorry Matt, my mistake.
That's not a bug. That is the limit.
The turn based challenge tutorial is your best bet with how to approach this.
Thanks.
M
Matt Duffy
said
almost 7 years ago
Ok, thanks for the help!
J
Jaayden Halko
said
over 6 years ago
I am trying to create an ansynchronous turn-based game that basically works like chess or words with friends where a player can start a game against a random opponent but can take their turn at any time as long as the turn is made in a time limit of 1 week for example. When a player attempts to find a random match they will either make the 1st move and then wait for another player to get matched to that game or get matched into a game where the 1st move is already made and then make the 2nd move. The actual matchmaking should be based on skill level or other criteria.
I want to matchmaking to work similar to the Heartstone example but the actual mechanics of the matching to work like the turn based challenge tutorial. In the heartstone example it feels as though the expectation is that both players are online during the matchmaking and for the turn based challenge tutorial, I am not sure how to make that work with random skill based matching.
Is this possible and any advice on how to do this?
1 person likes this
J
Jaayden Halko
said
about 6 years ago
I wanted to follow up and confirm if matchmaking will work for my use case. Does matchmaking require both players to be online? Also, does matchmaking require a threshold to be set with a maximum value of 3600 seconds?
Finally, if matchmaking wont for random asynchronous matches because of these limitations, is the only alternative to use FindChallengeRequest and implement my own matchmaking based on the list of challenges returned?
Even, if FindChallengeRequest would work, I want to find a way to implement the different matchmaking thresholds that I would have when using MatchmakingRequest without falling back on somehow scheduling another script to run if a challenge isnt found.
Matt Duffy
I'm wondering if there is a built-in way to support matches with people who are currently offline.
My use case doesn't require both sides to be online for a match to be a success. I wanted the users to be able to subscribe to a 'matching pool' of interested parties based on in-game criteria (e.g. level, skills, virtual goods possessed) and after that other users would be able to be matched with them even if the original player isn't currently online.
Is the matchmaking system a good fit for this use case or should I be investigating something else?
Possibly related:
https://support.gamesparks.net/support/discussions/topics/1000050713
https://support.gamesparks.net/support/discussions/topics/1000074183
Sorry Matt, my mistake.
That's not a bug. That is the limit.
The turn based challenge tutorial is your best bet with how to approach this.
Thanks.
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Sorted by Oldest FirstCustomer Support
Hi Matt,
The first thread you linked is a great way to keep track of custom data like this, though for matches we have implemented a dedicated Matchmaking system since then.
You can check here and here.
There is a good tutorial on creating turn based challenges here
Thanks,
Oisin
Matt Duffy
Hey Oisin, thanks for the quick reply.
A couple clarifications if you would:
Customer Support
Hi Matt,
1.Yes, though you can set whatever threshold you wish.
2.You can set a challenge to Public if you want to challenge strangers.
Thanks,
Oisin
Matt Duffy
1. It seems I'm limited to <=60s for thresholds. Is that a bug?
Customer Support
Sorry Matt, my mistake.
That's not a bug. That is the limit.
The turn based challenge tutorial is your best bet with how to approach this.
Thanks.
Matt Duffy
Ok, thanks for the help!
Jaayden Halko
I am trying to create an ansynchronous turn-based game that basically works like chess or words with friends where a player can start a game against a random opponent but can take their turn at any time as long as the turn is made in a time limit of 1 week for example. When a player attempts to find a random match they will either make the 1st move and then wait for another player to get matched to that game or get matched into a game where the 1st move is already made and then make the 2nd move. The actual matchmaking should be based on skill level or other criteria.
I want to matchmaking to work similar to the Heartstone example but the actual mechanics of the matching to work like the turn based challenge tutorial. In the heartstone example it feels as though the expectation is that both players are online during the matchmaking and for the turn based challenge tutorial, I am not sure how to make that work with random skill based matching.
Is this possible and any advice on how to do this?
1 person likes this
Jaayden Halko
I wanted to follow up and confirm if matchmaking will work for my use case. Does matchmaking require both players to be online? Also, does matchmaking require a threshold to be set with a maximum value of 3600 seconds?
Finally, if matchmaking wont for random asynchronous matches because of these limitations, is the only alternative to use FindChallengeRequest and implement my own matchmaking based on the list of challenges returned?
Even, if FindChallengeRequest would work, I want to find a way to implement the different matchmaking thresholds that I would have when using MatchmakingRequest without falling back on somehow scheduling another script to run if a challenge isnt found.
1 person likes this
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