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Live Ops Event Configuration

The document discusses configuring live ops events in a game through a Google Sheets source and Live Ops Importer tool. Key event types include battle passes, iron challenges, and resource brawls. Event settings like dates, rewards, and visuals are configured in sheets tabs and imported into development and release environments for testing before launching live. Proper scheduling is important to avoid overloaded game experiences from multiple concurrent events.

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0% found this document useful (0 votes)
172 views6 pages

Live Ops Event Configuration

The document discusses configuring live ops events in a game through a Google Sheets source and Live Ops Importer tool. Key event types include battle passes, iron challenges, and resource brawls. Event settings like dates, rewards, and visuals are configured in sheets tabs and imported into development and release environments for testing before launching live. Proper scheduling is important to avoid overloaded game experiences from multiple concurrent events.

Uploaded by

S H
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Live Ops Event Configuration


Background
LiveOps Importer
Google Sheets Source
Configuring Battle Pass Events
Configuring Battle Pass Seasons
Configuring Battle Pass Date Ranges
Configuring Iron Challenge, InBattle Drop, Onboarding, Resource Brawl Events
Importing Events into the Game
General Event Creation Flow

Background
Most of the game irregular modes are LiveOps events.
LiveOps events are designed so, that events could be added without publishing a new app build.

When the game app starts, it downloads a LiveOps Game Balance and Resources required to display active LiveOps events
from backend server.

LiveOps events are imported from Google Sheets to the game by LiveOps Importer console app, operating on the backend
server.

LiveOps Importer
LiveOps Importer sources are located at:

Assets/Server/PHP/LiveOps/.Importer

There's a web interface for running LiveOpsImporter, available at the URL:

Development environment:

http://<server url>/Tal/Development/LiveOps/Debug/ForceRun.php

Release environment:

http://<server url>/Tal/Release/LiveOps/Debug/ForceRun.php

Web interface of Live Ops Importer:

For LiveOpsImporter to run, it should be able to access Google Sheets from the server where it is running.

Live Ops Event Configuration 1


Google Sheets Source
An example Google Sheets document with LiveOps Events configuration is available at the URL:

https://docs.google.com/spreadsheets/d/1_PiDmvi9t69hme3eot3qDYP40Bg2SP4lE111jrjJy3E/edit#gid=0

In this document, each LiveOps event has tab(s) associated with it.

Tab BpEvents contains start dates for Battle Pass events.

Tab BpSeasons contains a configuration of rewards for each Battle Pass season.

Tab Localization - contains localizations for Battle Pass Events

Tab BpVisuals contains visual setup for Battle Pass Events

IronChallenge, InBattleDrop, OnboardingEvent, ResourceBrawlEvent - contain configuration specific for related event
types.

Configuring Battle Pass Events


Configuring Battle Pass Seasons
Main Battle Pass event configuration is located on BpSeasons tab.

There're 3 types of Battle Pass:

Regular - has Ids in range 1 - 999999

Holiday (Dragon Fight) - has ids in range 1000000 - 1999999

Infection (Infestation) - has ids in range 2000000 - 2999999

To configure a new Battle Pass season - it is a good idea to copy an existing one of the same type and then make changes to
it.

Id: should be unique and should fall into a range allowed for this battle pass type.

Name, Header: These drop-downs are referencing Localization tab. Name and header of the Battle Pass to be shown in
the game.

ChestQueue: controls how free/paid Battle Pass influences chest opening queue.

Live Ops Event Configuration 2


StageCount: count of stages/rewards - must match Free/Paid rewards.

PaidInstantReward: reward, player gets instantly, when buying Battle Pass

TierBaseCosts: PaymentTier: IosPrice|AndroidPrice

Price in real currency

Price should be one of prices included in Tal Balance Export / Common / LiveOpsProductMap

Tier is detected based on user’s country.

Tier / Country configuration can be found in Tal Balance Export / Shop Settings / PaymentTiers

TierGemCosts: can be populated if needs to set price in gems, instead of real currency

StageUnlockScores: [Only actual for Holiday and Infection Battle Passes]: score to unlock each stage / reward

PaidRewards, FreeRewards - reward for each stage depending of paying or free user.

FreeRewardAds: where free reward requires to view Ads.

RepeatableStages: rewards for repeatable stages in the end of the battle pass

ℹ A reference for reward names format for different rewards can be found in Tal Live Ops Bundles / Additional Info
document.

https://docs.google.com/spreadsheets/d/1r9IZKqD9UGLqJ0VwxkVcUKnXIft6EHLQ7VsTtgF6I8c/edit#gid=11827821

Configuring Battle Pass Date Ranges


Event start-end dates are configured on BpEvents tab.

Filter: only Date / Time UTC is supported for Battle Pass

Filter Value: Event Start - End dates in UTC.

ℹ End date is not inclusive

Live Ops Event Configuration 3


Season: one of the Season IDs, configured on BpSeasons tab

⚠ Do not use same season ID multiple times on different dates - this might prevent players to play this Battle Pass
second time or they will not be able to receive some of the rewards.

IsSynchronous: always yes, other types are not supported

Visual: one of the visuals, from BpVisuals tab

Should advertise and match rewards, given by the current Battle Pass.

There’re a number of preset BpVisuals

Enabled, Priority: leave as is

Configuring Iron Challenge, InBattle Drop, Onboarding,


Resource Brawl Events
The configuration for these events are contained on the corresponding tabs, named the same as event.

The logic is similar to Battle Pass events, except:

One tab = One event

Season Ids, date range, rewards, etc. are configured in one place

There’s no separate localization or visual tabs.

These events doesn’t have ability to change event name or visual dynamically

Only event Game Balance is LiveOps’ed.

Importing Events into the Game

Once events are configured in the Google Sheets, they could be imported into the game with the use of LiveOps Importer web
interface.

Each LiveOps event type has its own button to import. This allows importing and testing them separately.

After clicking a corresponding button, import is starting and displays progress messages while it is running.

It prints messages in different colors about changes found.

If there’s any critical error - it would be shown in red and then stops the import

In most cases previous messages and error message allows to find the reason of the error. It might be wrong data
format, etc.

The error should be fixed in the source Google Sheet and then import should be started again.

New event would not be available for the game, until import completes successfully.

Successful completion message, when there’re no red errors:

Live Ops Event Configuration 4


⚠ Do not modify events that has already been started or completed.

Although this is possible - this may cause Backend issues (e.g. making count of stages more / less) or bad user
experience (e.g. changing rewards, which player has already received - players begin to complain they received
different reward than displayed in the game).

⚠ Always test events in Development environment first and only then import to Release / production.

General Event Creation Flow


1. Game Designer edits the event source Google Sheet and adds new events

a. Sets start dates for them, rewards, etc.

2. Game Designer imports new events into Development environment of the game with the use of LiveOps Importer

a. Game Designer fixes any errors during import

3. QA checks everything is okay in Development environment

a. QA is able to use Debug Menu to force start events for future dates, add score to receive any rewards, checks visual,
localization, etc.

4. Game Designer fixes any errors found by QA and reimports events into Development environment.

5. QA / Dev / Game Designer imports completely tested LiveOps events into Release environment

6. Event date comes ⇒ Players see events in the game.

Game Designer can configure many events at once for any future date range.

Live Ops Event Configuration 5


⚠ Event Schedule Overlaps

Game designer should be careful when selecting event start / end dates.
- Game UI has a limited space to display game event icons.
- Many events running in one time may result in a bad user experience - too many icons and popups will be shown in
the Main game window.

Live Ops Event Configuration 6

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