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Idle Game

Call the methods below if your game is an Idle game where the core strategy is to leave the game running by itself with minimum to zero player interaction.

Start & End Stage

Not all stages are recorded since they are too frequent in idle games where stages can be played automatically. Instead, stages are divided into larger blocks by designated hurdles such as boss stages or every consecutive 10 stages. Call PlayStage method to collect the start and end of each stage blocks.

  • Call the methods below to record the start and end of each stage block divided by hurdles.
The example below shows how to apply PlayStage method when hurdles are set in every 10 stages.
PlayStage (start stage block)
player_uuid* { player_uuid }
character_uuid* [TentuPlayKeyword._DUMMY_CHARACTER_ID_, character_uuid ]
stage_type* stageType.PvE
stage_slug* "1-1”
stage_category_slug { bronze round }
stage_level "1"
stage_score null
stage_status stageStatus.Start
stage_playtime null


PlayStage (end stage block)
player_uuid* { player_uuid }
character_uuid* [TentuPlayKeyword._DUMMY_CHARACTER_ID_, character_uuid ]
stage_type* stageType.PvE
stage_slug* "1-1”
stage_category_slug { bronze round }
stage_level "1"
stage_score null
stage_status stageStatus.Win
stage_playtime null


PlayStage (start next stage)
player_uuid* { player_uuid }
character_uuid* [TentuPlayKeyword._DUMMY_CHARACTER_ID_, character_uuid ]
stage_type* stageType.PvE
stage_slug* "1-10”
stage_category_slug { bronze round }
stage_level "10"
stage_score null
stage_status stageStatus.Start
stage_playtime null


Get & Use Currency

Unlike Hard Currency (currency earned through cash payment), Soft Currency (currency earned through game play) earnings are not recorded because they are too frequent in Idle games. Call GetCurrency method to record earnings of Hard Currency only, and call UseCurrency method to record the consumption of both Soft Currency and Hard Currency.

  • Call UseCurrency and GetInfrastructure methods when a user acquires Infrastructure object that affects the style and pace of the entire game.
UseCurrency (open a new Infrastructure with gold)
player_uuid* { player_uuid }
character_uuid* { TentuPlayKeyword._DUMMY_CHARACTER_ID_ }
currency_slug* { GOLD }
currency_quantity* 2500
currency_total_quantity 285700
where_to_entity entity.GetInfraStructure
where_to_category_slug { customer table }
where_to_slug { customer table number 2 }


UseCurrency (open a new Infrastructure with cash)
player_uuid* { player_uuid }
character_uuid* { TentuPlayKeyword._DUMMY_CHARACTER_ID_ }
currency_slug* { CASH }
currency_quantity* 20
currency_total_quantity 26
where_to_entity entity.GetInfraStructure
where_to_category_slug { customer table }
where_to_slug { customer table number 2 }


GetInfrastructure (acquire a new Infrastructure)
player_uuid* { player_uuid }
character_uuid* { TentuPlayKeyword._DUMMY_CHARACTER_ID_ }
item_slug* { customer table number 2 }
item_quantity* 1
from_entity entity.UseCurrency
from_category_slug { customer table }
from_slug { customer table number 2 }


  • Call GetBonus and Get{ Object type } methods when a certain Object is earned as a bonus.
If a user has to conduct a specific action (such as clicking or touching the screen) to earn the bonus, input FALSE at is_automated for GetBonus method. Otherwise, if the bonus earning process is enitrely automatic, input TRUE.
GetBonus
player_uuid* { player_uuid }
character_uuid* { TentuPlayKeyword._DUMMY_CHARACTER_ID_ }
bonus_slug* { skill point }
bonus_category_slug { customer table }
is_automated* FALSE


GetCurrency
player_uuid* { player_uuid }
character_uuid* { TentuPlayKeyword._DUMMY_CHARACTER_ID_ }]
currency_slug* { CASH }
currency_quantity* 5
currency_total_quantity 46
from_entity entity.GetBonus
from_category_slug { customer table }
from_slug { upgrade to level 10 }


  • Call UseCurrency and LevelUpInfrastructure methods when currency is paid to level up a certain Object.
UseCurrency
player_uuid* { player_uuid }
character_uuid* { TentuPlayKeyword._DUMMY_CHARACTER_ID_ }
currency_slug* { GOLD }
currency_quantity* 128,930
currency_total_quantity 34,230
where_to_entity entity.LevelUpInfrastructre
where_to_category_slug { customer table }
where_to_slug { customer table number 1 }


LevelUpInfrastructure
player_uuid* { player_uuid }
character_uuid* { TentuPlayKeyword._DUMMY_CHARACTER_ID_ }
item_slug* { customer table number 1 }
item_level_to* 10
item_level_from 1