Back office for games or "the result of fighting retirement boredom"

If your whole professional life is enthusiastically developing IT, fighting with frugal bosses, stupidity of users, restoring fallen systems at night, you begin to wait for a pension as a deliverance. And now - Hurray! The time has come and you are retired. And here lies the most ambush. After a short rest, workaholic withdrawal syndrome sets in. I have not acquired any "hobbies" during my hard work. And Boredom sets in.           





It all started with the decision to write a game for Android. And it immediately became clear that the game would require a WEB service. It is necessary to store the player's successes and failures somewhere, and then organize all kinds of competitions. Well, maybe this already exists on the Internet? I was looking, but, I confess, not too carefully. I decided to write it myself (at the same time pump my skills in WEB technologies). This is how what I called the "Back Office for Games" was born.





The main feature of the system is complete independence from the gameplay itself. That is, the system does not care what game the player is playing: chess, billiards, speed puzzle cards, etc. The system is only interested in abstract (for it) parameters of the game, the resources of the players and their results, providing a channel for the interaction of game programs with each other in real time.





The basic idea and structure of the system is fully described by the structure of the entities defined in it. So:





  • System server. It is obvious. WEB server that ensures the execution of the declared system services.





  • Customer. A game program that uses system resources.





  • System administrator. Unique role in the system. Its functions:





ยง General system management





ยง Viewing the contents of system objects





ยง Support for game developers (administrators)





ยง Consulting and assistance in debugging games.





ยง Exporting accounts of game developers (administrators) from the test system to the production system





ยง Publishing games debugged on a test system by a developer on a production system.





ยง Blocking / unblocking developers and / or their games for one reason or another.





ยง Communication with game administrators via chat or e-mail.





ยง Intra-system arbitration. Dispute resolution.





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This is how my struggle with retirement boredom ended, the struggle was interesting, and it is not known who won, it is again on the horizon. There is really hope, then someone will be interested in the system and turn to the author for advice. Here is another danger - one may not cope. But, as they say, "to be afraid of wolves, do not go to the forest." I invite you.








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