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.
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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 }
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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 atis_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 }
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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