FAQ Page – Playblazer

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This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.
FAQ Page 2017-06-15T03:38:31+00:00
What exactly is Playblazer – PaaS or BaaS? 2017-06-15T03:38:35+00:00

Thank you. That’s a super important question. Pretty existential actually. And the answer is 42!

Playblazer is in a class of its own. Playblazer is a Games Specific Framework offered as a Service.

It is a Framework because it offers pre-built meta game services and design patterns to achieve gameplay objectives.

Playblazer leverages Public Cloud Platforms like AWS, Azure, GCP & IBM Softlayer to handle practically unlimited scalability for the games hosted on our framework. Data (User & App Scope) is isolated from each other while all API calls to Playblazer are over SSL, guaranteeing transport level security.

Playblazer has powered small (upto 10,000 DAU) and massive (>2 million DAU) games like Real Steel, WRB, Hunger Games : Catching Fire, Hotel Transylvania 2, Shadow Strike and many more. The average lifecycle of a game that uses Playblazer mechanics currently stands at about 12-13 months.

Like we said the answer is 42! Dont worry which question this answer answers. Playblazer is good for your game, because we put Gameplay & Game Mechanics first and everything else comes last.

What kind of Games can I build on Playblazer? 2017-06-15T03:38:35+00:00

PB-Coreloops

Playblazer is a very flexible framework designed around 3 core abstractions – The Player, their Sessions & the Messaging system that enables Client/Server communication.

The Session service is the heart of the framework and includes a number of unique capabilities, of which the most important are the internal logic enforcement & inter-module signalling services.

These capabilities combine to create a representation of the logical coreloop for different gameplay patterns. Currently we support the following –

  1. Linear Progression (Progressive Level Unlock)
  2. Skill Progression (Continuous Skill Increase)
  3. PvP Challenge (2 Player Challenge/Counter-challenge – with Streaks/Loops)
  4. Turn-based Multiplayer (Asynchronous Turn Enforcement for 2-10 Players)
  5. Real-time Multiplayer (Synchronous Multiplayer with Data Relay via Central Server)

Note: Real-time Multiplayer does not currently provide in-band signalling of game state change.