
Since we specialize in writing games, we also specialize in writing game-related software. Our Angel project is a perfect example of a software-as-a-service which will be useful to the game development industry. Client libraries are being developed in the C, .NET, and Java languages.
Writing your game in a different language? No problem, although we don’t have a client library for other languages (yet), you can download our WSDL and write one up yourself if you feel up to it. The web-service is built so that client libraries need very little programming and almost no updating when patches come out. That means if we update something, your client library has instant access to the new functionality–the WSDL will almost never change. Any web-service compatible language can harness the Angel web services.
What is Angel?
How Does Angel Work?
What kind of data can Angel store?
What does it cost?
Can I try it first?
Case Example
With the power of Angel, game developers and/or publishers have a method of off-loading the storage of their player’s character data. This means they do not have to worry about coming up with an expensive solution to storing things like player avatars, experience points, configuration data, etc. Angel will store and manage this information automatically. All it takes is a couple of calls into a shared library (*.dll or *.so) from the game’s binary and that’s it!
For example, company XYZ is developing a role playing game. Most if not all RPG’s persist their player’s character. This is unlike first person shooters where when the player leaves the server (if playing multiplayer), they lose their progress. Since company XYZ needs to store this information, they’ll need to spend more time and more development dollars on coming up with a solution. If they use Angel, they simply obtain a copy of the binaries (*.dll or *.so), configure it, package it with their game’s server software, and make a few calls into it during game play for storing and retrieving data. Once they’ve done that, they can use this data however they please. There is no limit to what can be stored so any game for the PC can use this technology. This saves company XYZ a lot of money on things like database licensing costs, hardware costs, development costs, and even co-location costs if their data center is not located on-site.







