what settings y setup for materails or shaders in marmoset? it's a pbr metalnes?
https://assetstore.unity.com/packages/tools/terrain/mapmagic-world-generator-56762 procedural terrains with nodes released on 2016 Support Pahunov NOT UbiSoft
9:46 - actually I have a solution for You ;) Try this setup instead of LandscapeCoords node: https://drive.google.com/file/d/1N4FMmG4TtRjI8TPTHqD6kKcKolbYGZs0/view
The founder of RaLight Solutions Group, Francisco Javier Rodriguez, shared some very interesting secrets of a new service called Joysticket. This is a cool new way to reward players in mobile and online games, increasing conversion and sales. Joysticket has recently been released so we were among the first to talk about it with the developers.
Tell us a little about your company and the projects you are working on?Actually, RaLight Solutions Group was founded in 2010 by Francisco Javier Rodríguez and José Manuel Louro. The two professionals have over 30 years of combined experience in the video games industry, is formed by three companies, and is based in Madrid, Spain. RaLight Solutions is the company where the trading and distribution of consoles, videogames, accessories, and merchandising with clients is done all over the world.
RaLight Software where the creation, development, production, and publishing of digital content is acted out. RaLight Software, is a member (among other organizations) of The Academy of Interactive Arts and Sciences of Spain, DEV (Spanish Game Development), SPANISH GAME HUB, and ACIGAMES Brazil. Some of RaLight Software productions are Push-Cars, Eviana, Animals Together, or Triviador España. This is the company that is working in the Joysticket project. There is also RaLight Shopping, this is an e-commerce group with official stores in marketplaces like Ebay and Amazon, and is under the “The Shop Gamer” trade name. The group has other lines of business activities in countries like Brazil, Mexico, USA, China, and Arab countries.
What exactly is Joysticket? What is the main idea behind this product and how did you come up with it?
Joysticket is the idea of our Brazilian partners who built the Joysticket company to make this production. Fernando Garcia, Raphael Melo, and Dênis Mendes are the masterminds behind the project. We loved the concept and decided to buy part of the original Brazilian company and have the majority for the European operation. Their original idea was to work just with mobile games, but we saw the potential of expanding that concept beyond apps and mobile.
How does Joysticket work?
where they got them from, the prices, a catalogue of physical rewards, and etcetera. From the developer point of view, they integrate the Joysticket system via SDK or API and purchase the desired amount of tickets they want to distribute to their users through the app. We provide the reward based on those tickets.
But the most interesting part is that this is just one business model of the Joysticket project, because it can also be part of any web service that involves digital users. Think of a bank for instance, Joysticket can be integrated on any online banking system as Joysticket or as the bank brand to reward its users for any action taken online such as transferring money, looking at the account, etc. Such is the flexible nature of Joysticket.
What are the main reasons for using additional rewards for players? Aren’t achievement and scores enough?
Well, in a market full of apps and games, developers are looking to differentiate from their competitors. Players also need extra motivation to try and stay in a new game. There are plenty of SDKs out there but none gives the player the option to collect Joystickets and exchange them for actual prices. At the end of the day, it’s a question of retention; keeping your users engaged with your game because they can really get something else in return, apart from the primary joy and entertainment of the game of course.
You’ve mentioned during your presentation that you have already tried this system out and managed to use it with some games? Could you share some of the results you’ve got?Yes, the beta program we run in Brazil was a tremendous success. Games like “Armies and Ants” from Octagon games were invited to test Joysticket and they got 40% more retention after the 7th day, and even 20% after the first month. They achieved 60% more sessions per user as well, and that goes to show that players will stay more in a game that will help them to collect real prizes. Finally, they saw that 25% of total user acquisition was organic which is also great news for any developer.
Does Joysticket apply online for mobile games or does it work with online titles as well? Do you provide an admin service for controlling all those parts of the promotional bonuses?
Yes, Joysticket can be integrated on any Android, iOS, Unity3D app, or game via SDK or any other platform via API. The developer has access to a special panel in which they can assign the tickets to any event in their games and monitor how are they used and change any parameter in real-time. The guys at the coding department promise our SDK is integrated in a matter of minutes, without performance loss. The SDK is now available to any developer via http://developers.joysticket.com.
Probably the most interesting question: how much does the service cost? I think a lot of developers would love to know just how would they have to pay for this opportunity?
When are you launching your product? And how can developers get hold of it?
Joysticket will launch first in Brazil in April and in Europe around June. But as I mentioned earlier, developers can download and test the SDK already registering at developers.joysticket.com and we will also send them all the new information about the launch and everything related to Joysticket.