The embodiments relate generally to an interactive game system that enables players to engage in a common interactive game using different computing platforms.
Interactive video games among multiple players within a social network have become increasingly popular. For example, the assignee of this application is the creator of Bubble Witch Sage™, a popular game that can be played on facebook®. In Bubble Witch Saga, a particular player is faced with challenges of increasing difficulty. A player can engage in an interactive game with other users within his or her social network such that they can play the same Bubble Witch Saga game. When each player logs in to facebook and initiates the Bubble Witch Saga game, he or she will be provided with current information about the other players in the game, such as the status of each player (score, level, etc.), the names of players who are playing at the current time, and the names of players who have recently joined the game. The platform in this situation would be the facebook environment, where each player accesses the game using a web browser through facebook and the game is enabled by a server that communicates with each player's web browser using API's in the facebook environment.
One limitation of the prior art systems is that players can only engage in a common interactive video game if they are using the same platform. At present, it is not possible to engage in a common interactive game from different platforms, such as the facebook environment and an ‘iOS’ environment (an operating system created and operated by Apple Inc. and used by mobile devices including iPhone® and iPad®) and Android® based environments used by other mobile devices. It also is not possible to engage in a common interactive game when a user does not have network connectivity.
What is needed is a gameplay system that can be accessed by users of different platforms. What is further needed is a gameplay system that allows play to continue even when a user has lost network connectivity and to synchronize once the user has regained network connectivity.
In this example, computing device 130 is a PC running a first platform, such as the facebook environment. Server 122 is configured to communicate with computing devices running the first platform, such as computing device 130. For example, server 122 can be configured to communicate using facebook APIs with computing devices running the first platform.
Computing device 140 is a mobile device running a second platform, such as an iPhone application or Android® application. Server 124 is configured to communicate with computing devices running the second platform, such as computing device 140. For example, server 124 can be configured to communicate using a proprietary API with computing devices using the second platform. Server 122 and server 124 are coupled to server 120.
In this embodiment, User A (the user of computing device 130) and User B (the user of computing device 140) are able to play an interactive game together. With reference now to
Optionally, data structures 202, 203, 302, and 303 can be tables in a database, such as a MySQL database, wherein the key is the Data Structure ID, Game ID, or User ID. The database storing data structure 202 can run on server 122, the database storing data structure 302 can run on server 124, and the database or databases storing data structures 203 and 303 can run on server 120. Optionally, data structures 201 and 301 can be tables in databases running on computing device 130 and computing device 140, respectively.
Referring now to
With reference now to
In this example, server 122 communicates with computing device 130 using a first API (such as the facebook API), and server 124 communicates with computing device 140 using a second API (such as a proprietary API designed for use with an iPhone or Android device as the case may be). Server 122 and server 124 can communicate with server 120 using the first and second APIs, respectively, or using a third API or protocol (such as an API for inter-server communications).
An embodiment of a synchronization process will now be discussed. In the embodiments described thus far, data structures 201, 202, and 203 correspond to user A, and data structures 301, 302, and 303 correspond to User B. Optionally, server 120 can create and store a master game data structure 400 for the game that User A and User B have joined. Master game data structure 400 can contain the same fields and sub-fields describe previously for data structures 201, 202, 203, 301, 302, and 303.
During game play, User A will interact with computing device 130 and User B will interact with computing device 140. Computing device 130 runs local application 135 (not shown), and computing device 140 runs local application 145 (not shown). Local application 135 will update data structure 201 as User A progresses through the game. Local application 145 will update data structure 301 as User B progresses through the game. User A and User B need not necessarily be playing at the same time.
In the situation where User A is playing the game, periodically (such as every 100 ms) computing device 130 will send a synchronization request to server 122. The request will contain a timestamp. If that timestamp indicates a later time than the timestamp in data structure 202, then data structure 202 will be written over with the data from data structure 201 as to fields and sub-fields that have changed and the timestamp field of data structure 202 will be updated with the timestamp in the initial request from computing device 130. However, if the “Other Players” field and sub-field of data structures 201 and 202 do not match, then the “Other Players” field and sub-fields of data structure 201 will be overwritten with the data from data structure 202, because this mismatch would only occur if the status of other players had changed since the last synchronization event, in which case data structure 202 would contain the more recent data for the “Other Players.”
Periodically, server 122 will send a synchronization request to server 120. If the timestamp of data structure 202 indicates a later time than the timestamp in data structure 203, then data structure 203 will be written over with the data from data structure 202 as to fields and sub-fields that have changed and the timestamp field of data structure 203 will be updated with the timestamp of data structure 202. However, if the “Other Players” field and sub-field of data structures 202 and 203 do not match, then the “Other Players” field and sub-fields of data structure 202 will be overwritten with the data from data structure 203, because this mismatch would only occur if the status of other players had changed since the last synchronization event, in which case data structure 203 would contain the more recent data for the “Other Players.”
If the timestamp of data structure 203 indicates a later time than the timestamp in master game data structure 400, then master game data structure 400 will be written over with the data from data structure 203 as to fields and sub-fields that have changed and its timestamp field will be updated with the timestamp of data structure 203. However, if the “Other Players” field and sub-field of master game data structure 400 and data structure 203 do not match, then the “Other Players” field and sub-fields of data structure 203 will be overwritten with the data from master game data structure 400, because this mismatch would only occur if the status of other players had changed since the last synchronization event, in which case master game data structure 400 would contain the more recent data for the “Other Players.”
This synchronization process between computing device 130, server 122, and server 120 has been described thus far with reference to changes in the status of User A. It will be understood by one of ordinary skill in the art that the same changes could occur in data structures 301, 302, and 303 and master game data structure 400 with reference to changes in the status of User B.
The changes in data structures as to User A will now propagate to the data structures associated with User B. Periodically, server 120 will compare the timestamp fields of master game data structure 400 and data structure 303. If the timestamp of master game data structure 400 is a later time than that of data structure 303, then data structure 303 will be written over with the data from master game data structure 400 as to “Other Players” field and sub-fields that have changed and the time stamp of data structure 303 will be updated with the time stamp of data structure 400.
Periodically, server 120 will send a synchronization request to server 124. The request will contain the timestamp from data structure 303. If that timestamp indicates a later time than the timestamp in data structure 302, then data structure 302 will be written over with the data from data structure 303 as to the “Other Players” field and sub-fields that have changed.
Periodically, server 124 will send a synchronization request to computing device 140. The request will contain the timestamp from data structure 303. If that timestamp indicates a later time than the timestamp in data structure 302, then data structure 302 will be written over with the data from data structure 303 as to “Other Players” field and sub-fields that have changed.
Thus, it will be appreciated that User A and User B can engage in an interactive game through this synchronization process.
An embodiment enabling “airplane mode” will now be described. If User B loses connectivity to network 100 on computing device 140 (as might occur, for example, if computing device 140 is on an airplane or has lost WiFi or cellphone connectivity), then User B can continue to play the game on computing device 140 using local application 145. Local application 145 will continue to update data structure 301. When computing device 140 regains connectivity to network 100, computing device 140 will initiate the synchronization process described above. In this manner, User A will learn of the changes in User B's status even though the changes had occurred while User B was not connected to network 100.
The embodiments have been described as to two users, User A and User B, but it will be appreciated by one of ordinary skill in the art that the embodiments can accommodate any number of players. Similarly, the embodiments have been described as to two computing devices using two different platforms, computing device 130 and 140, but it will be appreciated by one of ordinary skill in the art that the embodiments can accommodate any number of computing devices utilizing any number of different platforms.
In addition, while the foregoing has been with reference to particular embodiments of the invention, it will be appreciated by those skilled in the art that changes in these embodiments may be made without departing from the principles and spirit of the invention, the scope of which is defined by the appended claims.