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Question How do I technically design my game to support LiveOps as a solo developer

Discussion in 'General Discussion' started by umen, Jul 1, 2023.

  1. umen

    umen

    Joined:
    Oct 2, 2012
    Posts:
    49
    Hello everyone,

    I'm currently in the design stage of my game, even before writing a single line of code. I would like to implement LiveOps in my game, which means injecting or triggering events into the game at regular intervals.
    I'm looking for guidance on how to technically design and program this feature in my game. Are there any technical documents, links, or tutorials available on this subject?
    I would greatly appreciate any resources that can help me learn.

    Thank you.
     
  2. CodeSmile

    CodeSmile

    Joined:
    Apr 10, 2014
    Posts:
    3,899
    That's a broad question. Do you have an example what you have in mind?

    Things to consider:
    • Is the game always online or offline with an online/update/event check at certain points?
    • New content that players need to download first, or is the content already in the game but disabled?
    • Frequency and type of events
    • Who and when are events triggered: Manually? Automated (eg game progress)? Scheduled?
    Unity offers a service that may be useful: Remote Settings.
     
    angrypenguin, DevDunk and Ryiah like this.
  3. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,503
    • What outcomes do your Live Ops need to achieve for players?
    • What outcomes do your Live Ops need to achieve for developers?
    • What outcomes do your Live Ops need to achieve for other stakeholders?
     
  4. zombiegorilla

    zombiegorilla

    Moderator

    Joined:
    May 8, 2012
    Posts:
    8,955
    "LiveOps" isn't a feature or tool. It is the part of development that follows launch of a live game, the ongoing part. It covers process, planning, content creation/delivery, software changes and updates. It can be as simple as regular updates to the client or it can in-game delivery of content via a backend / downloads / patches / packages. How it works or what you are going to do, depends entirely on your game design and plan.
     
    Ryiah and angrypenguin like this.