Making the launch: How we handled releasing Pile-Up Poker
Aspects of the launch
When we were spec’ing out what the Pile-Up Poker launch would look like, it was a pretty overwhelming list:
- A new, fully polished, game
- A “pro” version of the game
- A “series” infrastructure for games to account for many plays of one game per day
- A “go to next game” recommendation system
- A system for each player having a unique puzzle
- An early-access system for press
- A new system for marking games the next day as being “Fantasyland”
- Custom event hooks into the completion screen
- Custom event “secret leaderboards”
- Custom event leaderboards (“most contributions to pot” for example)
- The winnings being based on multipliers (which we can control and use to tweak timings)
- A community “pool” of winnings
- A set of unlockables based on the pool of winnings
- A new tutorial system for games
- A new side-quest system
- Revised club infrastructure
- Free 2 week trials
- The ability for a lifetime account to bought
- The Shopify integration for product discounts covered in this post
- A game early-unlock system based on a notable
- Avatar sets unlocked based on notables
- App / Game unlockables based on the community pool
Then we shipped it, roughly two months after launch (June 10th) and only a few things from our original list were cut, and a few were added (club leaderboards, side quests, tutorials.)
Given my opinion of “It’s not shipped until it’s doc’d” - let’s try and cover these from a systems/API perspective to understand what we built.
Showing my hand early
We started with the game being locked behind an invite system, we gave away the keys in Discord and to press in prior emails
When it was released, the puzzle thumbnail on the today page started showing a community pot
Playing a game of Pile-Up added a new sidebar to the right, and had a lot of new info on the completion sidebar/popup:
While the community pot was filled, we kept track of it all on a secrets page which filled out over time, here’s the completed version:
( Click the above image to see the full page )
Pile-Up Poker
The game itself was built by Saman Bemel-Benrud and Jason Ho, like all of the Puzzmo games, it is a React application. You can learn about the design process here.
The game’s logic runs inside Redux, and as it was our first card game - we’ve started a small card game library which uses nested redux stores to separate general “card stuff” from “this specific game” stuff. Pile-Up was the first game we released using framer-motion for animations. Saman talked highly about framer-motion when I asked for his opinion.
I probably only touched the Pile-Up codebase a few times, so I’ll leave more details if/when the games folk decide to do their own write-ups.
Series
We knew that one hand of Pile-Up was too little, and after a bit of experimenting, came to the conclusion that 3 was about right and more than 5 felt like a chore. We spent some time considering what we’d need to build to handle multiple hands, the easiest was to simply have the game track your hands and restart internally when you have finished a hand.
Having the game handle a restart felt unsatisfying though, because it made the completion of a hand feel underwhelming. There were two major issues with this approach:
- We had all these existing design patterns for completing a puzzle (e.g. the sidebar/popup with info) - none of which would trigger in this mode
- Showing individual hand information looked particularly gnarly with respect to the today page, and leaderboard entries
The solution for this problem came by introducing a “puzzle series” concept, wherein a daily puzzle recommendation has an awareness that it lives within a navigable set of puzzles, each of which is individually completable and eligible for the usual game completion processing.
This series system also gave us the ability to provide new user-signup gates like “you need to be a user” or “you need to be a subscriber” which felt like a natural progression of gating parts of Puzzmo to subscribers and users. For example hand 4 in the series requires you to be a signed up user, and hand 5 in the series requires Puzzmo Plus.
Viewer Metadata
We had two ideas for the launch, which really did not fit with how we built puzzles in Puzzmo:
- We wanted each Pile-Up puzzle to be unique for each player
- We wanted a way to declare a special version of a game as being “Fantasyland”
Prior to the event, the general data-model for playing a puzzle on Puzzmo is that you have:
[User] starts [Gameplay] of [Puzzle] of type [Game]
So:
User
: A pretty traditional user modelGameplay
: Someone’s play through of a puzzle e.g. their state of completion, progress info, deeds etcPuzzle
: An instance of a game with a specific string, attribution, custom name etcGame
: “Pile-Up Poker”’s game describes things like the layout, its readiness/polish, where to find the game’s JavaScript etc
This mental model worked well until Pile-Up! Today it’s more like:
╒ starts [Gameplay] ╕
[User] ╡ ├ of [Puzzle] of type [Game]
╘ with [Viewer Metadata] ╛
With the somewhat ambiguously named “Viewer Metadata” representing a relationship between the user and a particular puzzle. This is a new API available via the games plugin. For Pile-Up, this contained the per-user custom puzzle string and the feasibility of accessing Fantasyland within the current game, it looks like this:
{
// Unique override for the puzzle string
puzzleStr?: string
// Say why, or why not fantasyland is possible to achieve
canFantasyLand? string
// Whether this is a fantasyland hand
fantasyLand?: boolean
}
The full code for Pile-Up's viewer metadata
const puzzleViewerMetadata = async (puzzle, userStateID) => {
const isLaunchPuzzle = puzzle.puzzle === ""
const isPro = puzzle.game?.slug === "pile-up-poker-pro"
const uniquePuzzleSeed = await makeNumberSha(puzzle.id + userStateID)
const gridSize = puzzle.game?.slug === "pile-up-poker-pro" ? 5 : 4
const puzzleStr = `2
${uniquePuzzleSeed}
${gridSize}`
const defaultExport = isLaunchPuzzle ? { puzzleStr } : null
// No daily? No fantasy land
if (!("featuredInDaily" in puzzle && puzzle.featuredInDaily?.length)) return { ...defaultExport, canFantasyLand: "not-daily" }
// In an archive game? No fantasy land
const today = puzzle.featuredInDaily.find((d: any) => dailyIsToday(d.daily))
if (!today) return { ...defaultExport, canFantasyLand: "not-today" }
const userState = await _getUserState(userStateID)
const seriesReferences = puzzle.seriesReferences || (await db.puzzleSeriesPuzzle.findMany({ where: { puzzleID: puzzle.id } }))
const isPositionOne = !!seriesReferences.filter((s) => s.position === 1).length || false
// Grab the userstate note about when we should do fantasyland
const index: keyof UserState = isPro ? "pupProFantasyLandSeriesIndex" : "pupFantasyLandSeriesIndex"
const seriesIndex = userState[index]
const dailyNumbers = puzzle.featuredInDaily.map((d: any) => d.daily.seriesNumber).filter(Boolean) as number[]
if (seriesIndex) {
// Does it match a daily for this puzzle? if so - you are _in_ fantasy land already
// Note that we flip the current series index when you complete the fantasyland game, so after playing it,
// you will be able to unlock it again in later games in the series
const dailyWithFantasyland = dailyNumbers.includes(seriesIndex)
if (dailyWithFantasyland && isPositionOne) {
return { ...defaultExport, canFantasyLand: "already-unlocked", fantasyLand: true }
}
// if so - you are _in_ fantasy land already, but it is tomorrow
const isTomorrow = dailyNumbers.includes(seriesIndex - 1)
if (isTomorrow) return { ...defaultExport, canFantasyLand: "already-unlocked" }
}
/// You have access to fantasyland
return { ...defaultExport, canFantasyLand: "possible" }
}
If you think critically about this implementation, a more fitting name would have been “owner metadata” as all of the responses here are about the relationship between the gameplay owner and puzzle.
This tension became less important once I started migrating systemic hacks we had in this space too. For example. there is a “review mode” to the Crossword which lets folks leave direct feedback on individual clues. This was brought into the viewer metadata system, and the next game we have coming up uses this feature heavily.
Event Plugins
Just a few months after finally settling on a post-plugin system (called Augmentations), I got dragged back into a needing to build a cross-aspect system which has a significant number of interaction points across Puzzmo
Here’s those cases:
- A new system for marking games the next day as being “Fantasyland”
- A set of unlockables based on the pool of winnings
- A “pool” of winnings
- Press should be able to get in early
- Custom event hooks into the completion screen
- Custom event “secret leaderboards”
- Custom event leaderboards (“most contributions to pot” for example)
- The winnings being based on multipliers (which we can control and use to tweak timings)
To pull this off, we needed to have very broad hooks for the event:
- A gameplay is completed
- Add to the list of leaderboards for a puzzle
- Update groups contributions
- Add to the daily leaderboards
- Add to the augmentations scope
- Extend the cron jobs
So, as the meme goes:
I must admit though, I did explore a hook system (propeller felt the most interesting) before eventually settling, once again, on the plugin model for cross-cutting concerns.
The event plugin start as any JavaScirpt plugin system, you make a function which returns your plugin (or not):
export const getEventPlugin = async (_roles: string | string[]) => {
const statsNow = await getCachedPUPCommunityScore()
if (statsNow && statsNow.value < 1_000_000_000_000n) {
return pupEvent
}
return _defaultPlugin
}
As we needed to work on the launch event before the event launched, the system was original gated by user role - then eventually was converted to turn itself off based on the community score hitting 1 trillion.
The plugin conforms to an interface, this grew organically, but eventually settled on this shape:
export type EventPlugin = {
name: string
/** Adds info at the start of the completion screen (for PUP: the ticker) */
addCalloutsToSidebar: (puzzle: RichGamePlayedForEvent, opts: { ownerIsUser: boolean }) => Promise<CompletionCallouts[]>
/** Adds user + gameplay specific sidebar items to the completion */
extendSidebarItemArray: (
items: DeedHistoryMiniSummary[],
gameplay: RichGamePlayedForEvent,
opts: { ownerIsUser: boolean; currentUserNakamaID: string }
) => Promise<DeedHistoryMiniSummary[]>
/** Custom leaderboard stable IDs for putting on the today page */
todayPageLeaderboardStableIDs: string[]
/** Extra puzzle leaderboard stable IDs */
puzzleLeaderboardStableIDs: (puzzle: Puzzle) => string[]
/** Leaderboards which we should create/submit to for a particular user */
extraLeaderboardsForUser: (
user: { nakamaID: string } | null,
position: { type: "daily"; daily: Daily } | { type: "puzzle"; gameSlug: string; puzzleID: string }
) => Promise<Leaderboard[]>
/** Extend the augmentation scope for adding to the users' aggregate user stats */
extendAggregateUserEvalScope: (scope: any) => void
/** Extend the augmentation scope across an entire day of games, affects group leaderboards too */
extendDailyEvalScope: (scope: any, daily: Daily) => void
/** Extend the augmentation scope when running on a single gameplay */
extendGameEvalScope: (scope: any, gamePlayed: GamePlayed, daily: Daily | undefined) => void
/** Hook into the completion of a gameplay, before it goes into the full processing pipeline */
gameplayCompletePrePipeline: (
gameplay: RichGamePlay,
deedValues: DeedValue[],
config: { userStateID: string; todayDaily: Daily; isOnToday: boolean; gameSlug: string }
) => Promise<void>
/** Hooks into the gameplay completion for groups pipeline */
gameplayCompletePipelineUpdateGroups: (groups: Group[], gameplay: RichGamePlay, user: User) => Promise<void>
/** Allows extending /code codes */
codeWasAccepted: (batch: CodeBatch) => Promise<void>
/** Hooks into the cron system */
hourlyWork: (hour: number, daily: Daily, yesterDaily: Daily) => Promise<void>
}
This meant adding code like:
const eventPlugin = await getEventPlugin(user.roles)
await eventPlugin.gameplayCompletePipelineUpdateGroups(groupsImIn, gameplay!, user)
In the right places. The operations become a no-op once the event plugin stops running. This meant that disabling the system has been relatively stress free, because it all hinges on the logic inside getEventPlugin
.
As I can’t open-source Puzzmo, here’s the code for the entire event plugin:
The full code for Pile-Up's viewer metadata
import { Group } from "@heroiclabs/nakama-js"
import { UserAggregateStats } from "@prisma/client"
import { UserStatsJSON } from "@puzzmo-com/shared/statsAPI"
import { UserAwardsBitmapKeys } from "@puzzmo-com/shared/statsAPIRuntime"
import { addDays, getDay, startOfWeek } from "date-fns"
import { PUPEntry } from "types/shared-return-types"
import { DeedHistoryMiniSummary, PUPLeaderboard } from "types/shared-schema-types"
import { GroupLeaderboardMetadataShape } from "src/lib/groups/groups"
import { bitmapCheckTrueValue, bitmapSetTrueValue } from "../bitmapFns"
import { getTotalPointsFromChecklistProgresses } from "../checklist/checklist"
import { isDevAPI, isStagingAPI } from "../constants"
import {
_dailyDayIndexMonFirst,
_dateKeyToDate,
_dateToDateKey,
dateStringForWeekPeriod,
weekReferenceForDateKey,
} from "../dailies/dailies"
import { db, dbReplica } from "../db"
import { getLeaderboardRecords } from "../leaderboards/leaderboards"
import { nakamaAPICallViaRPC } from "../nakama.arbitrary"
import { groupsImInForUser } from "../nakama.helpers"
import { numberFormatter } from "../numberFormatter"
import { sailthruAddEmailToList } from "../sailthru"
import { getFromCacheOrSet } from "../sharedCache"
import { _sendGamesSlackMSG, _sendGenericSlackMSG, sendSlackForJokerUnlocked } from "../slack"
import { archiveLeaderboard } from "../tasks/leadearboards/archiveLeaderboard"
import { manipulateUserNotableStats } from "../users/notables"
import { EventPlugin } from "./eventPlugin"
const multipliers: { [key: string]: number } = {
"2024-06-03": 1,
"2024-06-04": 1.5,
"2024-06-05": 2,
"2024-06-06": 2.5,
"2024-06-07": 3,
"2024-06-08": 4,
"2024-06-09": 6,
// 1
"2024-06-10": 2,
"2024-06-11": 3,
"2024-06-12": 4,
"2024-06-13": 5,
"2024-06-14": 6,
"2024-06-15": 8,
"2024-06-16": 12,
// 2
"2024-06-17": 4,
"2024-06-18": 6,
"2024-06-19": 8,
"2024-06-20": 10,
"2024-06-21": 12,
"2024-06-22": 16,
"2024-06-23": 24,
// 3
"2024-06-24": 4,
"2024-06-25": 6,
"2024-06-26": 8,
"2024-06-27": 10,
"2024-06-28": 12,
"2024-06-29": 16,
"2024-06-30": 24,
// 4
"2024-07-01": 4,
"2024-07-02": 6,
"2024-07-03": 8,
"2024-07-04": 10,
"2024-07-05": 12,
"2024-07-06": 16,
"2024-07-07": 24,
// 5
"2024-07-08": 4,
"2024-07-09": 6,
"2024-07-10": 8,
"2024-07-11": 10,
"2024-07-12": 12,
"2024-07-13": 16,
"2024-07-14": 24,
// 6
"2024-07-15": 4,
"2024-07-16": 6,
"2024-07-17": 8,
"2024-07-18": 10,
"2024-07-19": 12,
"2024-07-20": 16,
"2024-07-21": 24,
// 7
"2024-07-22": 8,
"2024-07-23": 12,
"2024-07-24": 16,
"2024-07-25": 20,
"2024-07-26": 24,
"2024-07-27": 32,
"2024-07-28": 48,
// 8
"2024-07-29": 32,
"2024-07-30": 48,
"2024-07-31": 64,
"2024-08-01": 80,
"2024-08-02": 96,
"2024-08-03": 128,
"2024-08-04": 192,
// 9
"2024-08-05": 64,
"2024-08-06": 96,
"2024-08-07": 128,
"2024-08-08": 160,
"2024-08-09": 192,
"2024-08-10": 256,
"2024-08-11": 384,
// 10
"2024-08-12": 128,
"2024-08-13": 192,
"2024-08-14": 256,
"2024-08-15": 320,
"2024-08-16": 384,
"2024-08-17": 512,
"2024-08-18": 768,
// 11
"2024-08-19": 256,
"2024-08-20": 384,
"2024-08-21": 512,
"2024-08-22": 640,
"2024-08-23": 768,
"2024-08-24": 1024,
"2024-08-25": 1536,
// 12
"2024-08-26": 512,
"2024-08-27": 768,
"2024-08-28": 1024,
"2024-08-29": 1280,
"2024-08-30": 1536,
"2024-08-31": 2048,
"2024-09-01": 3072,
}
export const getThisWeeksMultipliers = () => {
const now = new Date()
const start = startOfWeek(now, { weekStartsOn: 1 })
const thisWeeksMultipliers: [number, number, number, number, number, number, number] = [1, 1, 1, 1, 1, 1, 1]
for (let i = 0; i < 7; i++) {
const day = addDays(start, i)
const dayKey = _dateToDateKey(day)
thisWeeksMultipliers[i] = multipliers[dayKey] || 1
}
return thisWeeksMultipliers
}
export const getTodaysMultiplier = () => {
const now = new Date()
const dateKey = _dateToDateKey(now)
return multipliers[dateKey] || 1
}
export const getMultiplierForDateString = (dateString: string | undefined) => {
if (!dateString) return 1
return multipliers[dateString] || 1
}
const aggregateDeedID = "clw63w9o13cb52np6cglkh2ll:siteaggregatestat"
const pupGameID = "clthy950f007p27om7sin8huo:game"
export const getPUPCommunityScore = () => dbReplica.siteAggregateStat.findUnique({ where: { id: aggregateDeedID } })
export const getCachedPUPCommunityScore = async () => {
if (isDevAPI || isStagingAPI) {
return await getPUPCommunityScore()
}
return await getFromCacheOrSet("pup-event", { EX: 15 }, () => getPUPCommunityScore(), {
jsonReplacer: (key, value) => (typeof value === "bigint" ? `BIGINT::${value}` : value),
jsonReviver: (key, value) => {
if (typeof value === "string" && value.startsWith("BIGINT::")) {
return BigInt(value.slice(8))
}
return value
},
expirationChance: 0.02,
})
}
// export const getPUPCommunityScore = () => ({ value: 11_000_000_000n } as any)
export const updatePUPCommunityScore = async (incrementBy: bigint) => {
await db.siteAggregateStat.update({ where: { id: aggregateDeedID }, data: { value: { increment: incrementBy } } })
}
export const pupEvent: EventPlugin = {
name: "pupEvent",
addCalloutsToSidebar: async (gameplay, _opts) => {
const onlyPup = gameplay.puzzle.game.slug === "pile-up-poker"
if (!onlyPup) return []
const statsNow = await getPUPCommunityScore()
if (!statsNow) return []
const daily = gameplay.puzzle.featuredInDaily?.[0]
const multiplier = getMultiplierForDateString(daily?.daily?.dayString)
return [
{
title: "Pile Up Poker callout",
from: statsNow.value - BigInt(Math.floor(gameplay.pointsAwarded * multiplier)),
to: statsNow.value,
original: gameplay.pointsAwarded,
multiplier,
},
] as const
},
gameplayCompletePrePipeline: async (gameplay, deedValues, config) => {
const { userStateID } = config
const onlyPup = gameplay.puzzle.game.slug === "pile-up-poker"
if (!onlyPup) return
const daily = gameplay.puzzle.featuredInDaily?.[0]
const multiplier = getMultiplierForDateString(daily?.daily?.dayString)
const pointsAwarded = gameplay.pointsAwarded
const progresses = await db.checklistUserProgress.findMany({
where: {
completedGamePlayedID: gameplay.id,
userState: { ownerID: userStateID },
},
include: { checklist: { include: { game: true } } },
})
let pupContributions = Math.floor(pointsAwarded * multiplier)
const sidequestPoints = Math.floor(await getTotalPointsFromChecklistProgresses(progresses))
if (sidequestPoints > 0) {
pupContributions += sidequestPoints
updatePUPCommunityScore(BigInt(sidequestPoints))
}
const beforeScore = await getPUPCommunityScore()
const wasBeforeOneT = beforeScore?.value
if (wasBeforeOneT && wasBeforeOneT < 1_000_000_000_000n) {
const newValue = wasBeforeOneT + BigInt(pupContributions)
if (newValue > 1_000_000_000_000n) {
await _sendGamesSlackMSG({ text: `PUP Event has reached 1T! gameplay: ${gameplay.id}` })
}
}
await db.userState.update({
where: { ownerID: userStateID },
data: {
pupEventContribution: { increment: pupContributions },
},
})
// Add the notable for playing in the game
if (context.currentUser) {
await manipulateUserNotableStats(context.currentUser!.id, (stat) =>
bitmapSetTrueValue(stat, UserAwardsBitmapKeys.pupEventParticipant)
)
}
},
// This idea is somewhat deprecated by extraLeaderboards below (Still used though)
puzzleLeaderboardStableIDs: (puzzle) => {
const onlyPup = puzzle.gameID === pupGameID
if (!onlyPup) return []
return ["game-pile-up-poker:multiplied"]
},
extraLeaderboardsForUser: async (user, ctx) => {
if (!user) return []
if (!context.currentUser) return []
const notPup = ctx.type === "puzzle" && ctx.gameSlug !== "pile-up-poker"
if (notPup) return []
const nakamaID = context.currentUser.nakamaID
const groupsImIn = await groupsImInForUser(nakamaID)
const groupsToHighlight = groupsImIn.filter((g) => {
const metadata: GroupLeaderboardMetadataShape = g.metadata || {}
return metadata.ldrbrd?.[3]?.includes("series.pileUpPoker")
})
// Maybe we can find a way to drop this?
const seriesReference =
ctx.type === "puzzle" ? await db.puzzleDaily.findFirst({ where: { puzzleID: ctx.puzzleID }, include: { daily: true } }) : null
if (ctx.type === "puzzle" && !seriesReference) return []
const rotationValue =
ctx.type === "daily" ? weekReferenceForDateKey(ctx.daily.dayString) : weekReferenceForDateKey(seriesReference!.daily.dayString)
const stableIDs = ["game-pile-up-poker:multiplied", "side-quests-weekly"]
return db.leaderboard.findMany({
where: {
OR: [{ groupID: { in: groupsToHighlight.map((g) => g.id!) } }, { stableID: { in: stableIDs } }],
rotation: "Weekly",
rotationValue,
},
})
},
extendDailyEvalScope: (scope, daily) => {
scope.pupEvent = true
scope.pupMultiplier = getMultiplierForDateString(daily.dayString)
},
extendGameEvalScope: (scope, gameplay, daily) => {
if (daily) {
scope.pupEvent = true
scope.pupMultiplier = getMultiplierForDateString(daily.dayString)
}
},
extendAggregateUserEvalScope: (scope) => {
scope.pupEvent = true
scope.pupMultiplier = getTodaysMultiplier()
},
extendSidebarItemArray: async (items, gameplay, opts) => {
const onlyPup = gameplay.puzzle.game.slug === "pile-up-poker"
if (!onlyPup) return items
// const priorGamesForThisSeason = await db
const priorPlays = await db.gamePlayed.findMany({
where: {
ownerID: gameplay.ownerID,
seriesID: gameplay.seriesID,
},
})
const ownerIsUser = gameplay.ownerID.includes(":user")
const usersLeaderboardRecordForCurrentWeek =
ownerIsUser && gameplay.completedAt
? await db.leaderboardRecord.findFirst({
where: {
userID: gameplay.ownerID,
leaderboard: {
stableID: "game-pile-up-poker:multiplied",
rotationValue: weekReferenceForDateKey(_dateToDateKey(gameplay.completedAt)),
},
},
})
: null
const bestPlay = priorPlays.sort((a, b) => b.pointsAwarded - a.pointsAwarded)[0]
const daily = gameplay.puzzle.featuredInDaily[0]
const multiplier = getMultiplierForDateString(daily?.daily?.dayString)
const userstateForTotal = await db.userState.findUnique({ where: { ownerID: gameplay.ownerID } })
const groupsImIn = ownerIsUser ? await groupsImInForUser(opts.currentUserNakamaID) : []
const groupsToHighlight = groupsImIn.filter((g) => {
const metadata: GroupLeaderboardMetadataShape = g.metadata || {}
return (metadata.pupD || 0) > 0
})
return [
...items,
{
display: "Daily multiplier",
highlightValue: "× " + multiplier,
section: "Overall",
direction: "HighestIsBetter",
},
bestPlay && {
display: "Your best score today",
value: bestPlay.pointsAwarded,
formatString: "$%@",
highlightValue: "× " + multiplier,
direction: "HighestIsBetter",
pastValues: priorPlays.map((play) => play.pointsAwarded),
section: "Overall",
},
usersLeaderboardRecordForCurrentWeek && {
display: "“Best Daily Deal” weekly total",
highlightValue: "$" + numberFormatter(usersLeaderboardRecordForCurrentWeek.score),
section: "Overall",
direction: "HighestIsBetter",
},
userstateForTotal &&
userstateForTotal.pupEventContribution && {
display: "Total contributions",
highlightValue: "$" + numberFormatter(userstateForTotal.pupEventContribution),
section: "Overall",
direction: "HighestIsBetter",
},
...groupsToHighlight.map((g, i) => ({
display: "Total contributions from " + g.name,
value: (g.metadata as any).pupD,
formatString: "$%@",
section: "Groups",
direction: "HighestIsBetter",
sortValue: 10 + i,
})),
].filter(Boolean) as DeedHistoryMiniSummary[]
},
todayPageLeaderboardStableIDs: ["game-pile-up-poker:multiplied"],
gameplayCompletePipelineUpdateGroups: async (groups, gameplay, user) => {
if (gameplay.puzzle.game.slug !== "pile-up-poker") return
const groupsInPUPLaunch = groups.filter((g) => {
const metadata: GroupLeaderboardMetadataShape | undefined = g.metadata
if (!metadata) return false
if (!metadata.ldrbrd) return false
if (metadata.ldrbrd[3]?.includes("series.pileUpPoker")) return true
return false
})
if (!groupsInPUPLaunch.length) return
function incrementScore(group: Group) {
const metadata: GroupLeaderboardMetadataShape = group.metadata || {}
const priorScore = metadata.pupD || 0
const multiplier = getMultiplierForDateString(gameplay.puzzle.featuredInDaily?.[0]?.daily?.dayString)
return priorScore + Math.floor(gameplay.pointsAwarded * multiplier)
}
await Promise.all(
groupsInPUPLaunch.map((g) =>
nakamaAPICallViaRPC("groupUpdate", "update group", [
g.id!.replace(":ngroup", ""),
user.nakamaID,
g.name,
user.nakamaID,
"en",
g.description,
g.avatar_url,
g.open,
{ ...g.metadata, pupD: incrementScore(g) },
])
)
)
},
codeWasAccepted: async (batch) => {
const isPUP = batch.name.includes("Joker")
if (!isPUP) return
if (!context.currentUser) return
if (!context.currentUser.roles.includes("pup"))
await db.user.update({ where: { id: context.currentUser.id }, data: { roles: [...context.currentUser.roles, "pup"].join(" ") } })
const account = await db.account.findFirst({ where: { users: { some: { id: context.currentUser.id } } } })
if (account) {
await sailthruAddEmailToList(account.email, "Joker Code List")
}
await sendSlackForJokerUnlocked(context.currentUser)
},
hourlyWork: async (hour, daily, yesterday) => {
const topContributors = await db.userState.findMany({
where: { pupEventContribution: { gt: 0n }, ownerID: { contains: ":user" } },
orderBy: { pupEventContribution: "desc" },
take: 10,
})
const users = await db.user.findMany({ where: { id: { in: topContributors.map((u) => u.ownerID) } } })
const top = topContributors.map((u) => [u, users.find((uu) => uu.id === u.ownerID)]).filter((u) => u[1] !== undefined)
const data = JSON.stringify(top, (key, value) => (typeof value === "bigint" ? `BIGINT::${value}` : value))
await db.document.upsert({
where: { id: "pup-top-folks" },
create: {
id: "pup-top-folks",
data,
},
update: {
data,
},
})
console.log("--> PUP top folks updated")
const now = _dateKeyToDate(daily.dayString)
const today = getDay(now)
// Mon 3rd
const pupLaunchWeek = 92
// 0 is sunday, so 1 = monday
if (today === 1 && hour === 1) {
// Archive last weeks leaderboards
const prior = weekReferenceForDateKey(yesterday.dayString)
const pupLeaderboard = await db.leaderboard.findFirst({
where: { stableID: "game-pile-up-poker:multiplied", rotationValue: prior },
})
if (!pupLeaderboard) throw new Error(`No PUP leaderboard found for last week ${prior}`)
if (!pupLeaderboard.archived) await archiveLeaderboard(pupLeaderboard.id, true)
console.log(`--> PUP leaderboard for week ${prior} archived`)
const numbersBetween = []
for (let i = pupLaunchWeek; i <= prior; i++) {
numbersBetween.push(i)
}
console.log(`--> PUP leaderboard best of creating from archives of ${numbersBetween.join(",")} `)
// Make a document of the top 5 each week
const leaderboards = await db.leaderboard.findMany({
where: { stableID: pupLeaderboard.stableID, rotationValue: { in: numbersBetween } },
})
const leaderboardWithData = await Promise.all(
leaderboards.map(
async (l) =>
[l, (await getLeaderboardRecords(l, { first: 5, omitAddingOwner: true })).edges.map((e: any) => e.node).slice(0, 5)] as const
)
)
await db.document.upsert({
where: { id: `pup-top-folks-history` },
create: {
id: `pup-top-folks-history`,
data: leaderboardWithData,
},
update: {
data: leaderboardWithData,
},
})
console.log(`--> PUP leaderboard best of archived at pup-top-folks-history `)
}
},
}
export const getTopPlayers = async (_args: undefined, ctx?: { root: { entries?: any[] } }): Promise<PUPEntry[]> => {
if (ctx && "entries" in ctx.root && ctx?.root.entries) return ctx.root.entries
const data = await db.document.findFirst({
where: { id: "pup-top-folks" },
})
if (!data) return []
if (typeof data.data !== "string") return []
const backAgain = JSON.parse(data.data, (key, value) => {
if (typeof value === "string" && value.startsWith("BIGINT::")) {
return BigInt(value.slice(8))
}
return value
})
return backAgain.map(
(entry: [any, any]) =>
({
id: entry[1].id,
username: entry[1].username,
usernameID: entry[1].usernameID,
avatarURL: entry[1].avatarURL,
amount: entry[0].pupEventContribution,
} satisfies PUPEntry)
)
}
export const hasPUPJokerNotable = (stats: UserAggregateStats | undefined | null) => {
if (!stats?.data) return false
const data = typeof stats?.data === "string" ? (JSON.parse(stats.data) as UserStatsJSON) : (stats!.data as UserStatsJSON)
return bitmapCheckTrueValue(data.site?.[0]?.[0] || 0, UserAwardsBitmapKeys.jokinAround)
}
export const hasPUPAccessNotable = (stats: UserAggregateStats | undefined | null) => {
if (!stats?.data) return false
const data = typeof stats?.data === "string" ? (JSON.parse(stats.data) as UserStatsJSON) : (stats!.data as UserStatsJSON)
return bitmapCheckTrueValue(data.site?.[0]?.[0] || 0, UserAwardsBitmapKeys.pupEventParticipant)
}
export const getPriorLeaderboards = async (args?: { all?: boolean }): Promise<PUPLeaderboard[]> => {
const nowDateKey = _dateToDateKey(new Date())
const pupLaunchWeek = 92
const nowWeek = weekReferenceForDateKey(nowDateKey)
const cacheKey = `pup-leaderboard-history-${nowWeek}-${args?.all ? "all" : "top"}`
return getFromCacheOrSet(cacheKey, { EX: 60 * 60 * 24 * 1 }, async () => {
const pupLeaderboards: PUPLeaderboard[] = []
const startingPoint = args?.all ? pupLaunchWeek : nowWeek - 1
for (let i = startingPoint; i < nowWeek; i++) {
const keys = ["game-pile-up-poker:multiplied"]
// Prior to this, it was dev only
if (i > 94) keys.push("side-quests-weekly")
const leaderboards = await db.leaderboard.findMany({ where: { stableID: { in: keys }, rotationValue: i } })
if (!leaderboards.length) continue
for (const leaderboard of leaderboards) {
const records = await getLeaderboardRecords(leaderboard, { first: 5, omitAddingOwner: true })
const entries = records.edges.map((e: any) => e.node)
const userIDs = entries.map((e: any) => e.userID)
const users = await db.user.findMany({ where: { id: { in: userIDs } } })
const pupEntries = entries.map((entry: any) => {
const user = users.find((u) => u.id === entry.userID)
return {
id: entry.id,
username: user?.username || "Unknown",
usernameID: user?.usernameID || "Unknown",
avatarURL: user?.avatarURL || "https://cdn.puzzmo.com/assets/puzicon.png",
amount: entry.score,
}
})
pupLeaderboards.push({ superTitle: `Week of ${dateStringForWeekPeriod(i)}`, entries: pupEntries, title: leaderboard.name })
}
}
return pupLeaderboards
})
}
The Community Pool
I implemented a new system for tracking ‘site-wide’ statistics, basically a simple way to quickly add to a single number over time inside our database. To test this out, I built it at the same time as implementing the server infra for counting all Plonks made across every game (10,070,119
as of Aug 26th). This same system was used to handle the Pile-Up pot, it is based on the augmentations system, and so the Pile-Up counter is a single expression: points * (pupMultiplier || 1)
which is now permanently set to 1,000,043,069,552
.
The Multipliers
Jack came up with this neat abstraction that allowed us to have some control over the deadlines for the event: multipliers. The secrets system effectively meant we were putting ourselves on the line for 6 unpredictable deadlines.
By tracking the average amount of points earned per day, we can manipulate the multipliers to create a cadence of roughly every 2-3 weeks revealing a new secret. Jack ran weekly meetings where we tried to figure out when it would land, and whether we would have everything we needed for the expected secret then we’d adjust multiplier accordingly. These levers gave us a lot of flexibility without feeling like we were putting our fingers directly on the scale.
Checklists
When we looked at what we wanted for Side Quests and game Tutorials, and then sorta squinted our eyes, it became possible to see them as a single system. Gary took this on, and came up with an implementation which powers both and figured out a bunch of gnarly front-end bits to get it all working.
How I think it works, having read most of the code once or twice:
- A
Checklist
is an ordered set of expressions, number values and messages which you create in our admin tools - When you start a gameplay, the Puzzmo API looks to see if there are tutorial/side quest
Checklists
for that game - If there are, we look to see if you have any
ChecklistUserProgress
for those- If there’s a tutorial, that’s special cased to only exist once
- For sidequests, we have a pool of potential sidequests to pull one from if you don’t have one
- In-games, there is a new API to trigger a “checkpoint” when something “interesting” has happened. This sends the current deeds up to the server.
- These deeds are then used as expression scopes for running through the checklist
- The result of running the checkpoint API updates our local Relay cache, and we update your in-game tutorial/side quests
The admin tools are a delight to work with, and we’ve started exploring what it looks like to bring these systems to other games. We drop all side quest ChecklistUserProgress
s which are marked as completed from the database the next morning.
For users this meant seeing onboarding tutorials for games for the first time! Here’s the initial designs for these, things have changes a bit since but not too significantly.
Revised Club Infrastructure
We’re still not quite sure we’ve fully hit what we want with clubs, but we’re certainly closer with the version we released during the Pile-Up launch. I had been sketching out an implementation of custom group leaderboards based on requests from the moment the Augmentations system was working, but it’s a very hard system to build and create user-facing tools for. Traditionally, these would stay either in code or as an admin tool where someone can ask ‘how X works’.
To make it work on Puzzmo, we settled on providing a “game template”-like system which creates a club based on a particular game and that provides a set leaderboard for your club out of the box - then daring folks could go into “Custom” and tweak to their delights. The group leaderboard system provides all the same inputs as the leaderboards we use in the official augmentations, so it should always stay in sync feature-wise.
In many ways, the group leaderboard system, like the theme editor before it, is scratching an itch I have. I left making developer tools to start Puzzmo, and I rarely have time to actively work in that space anymore (because Puzzmo is going well, thanks!) but these sort of features are acquiesces to the fact that my heart still lives in that space.
Cool for Puzzmo users though, because normally dev teams won’t take on that sort of technical debt for such an edge case in the userbase. I’ve yet to find anything remotely as powerful as our user-generated leaderboards.
2 Week Free Trials
We keep a lot of subscription/payment infrastructure controlled in a single object which acts as a DI global context for triggering deals and
// Sorta app-wide contexts, maybe at some point this can get represented as a bitfield we send down?
export const defaultAmbientContext = {
allowBonusAndExperimentalGamesForEveryone: false,
mainSubscriptionIsBOGOF: false,
giftForSubsAreDiscounted: true,
allSubscriptionsAreTrials: true,
createShopifyPurchaseForSignups: "PUPCardsEventually" as ProductDiscountType | null,
createShopifyPurchaseForSignupsPayment: "PUPCards100" as ProductDiscountType | null,
}
export type AppAmbientContext = typeof defaultAmbientContext
In many ways, adding support for trials with Stripe is “just” kinda:
if (ambientContext.allSubscriptionsAreTrials) {
// Try to only apply this once per user/account
const hasStripedBefore = accountsBeforeSetup.some((a) => a.firstSubscriptionDate)
if (!hasStripedBefore) {
session.subscription_data = { ...(session.subscription_data || {}), trial_period_days: 14 }
}
}
There’s a lot of nuance though, ranging from user interface changes across the front-ends to handling all of the emails which need to conform to different legalities across countries. This turned out to be one of those “easy to do, difficult yo get right” sort of projects that luckily we started right at the beginning of the preparation.
Purchasing a lifetime
The first set of Lisa Hanawalt cards we sent out included a “golden ticket” - this is a ticket which included a code usable on puzzmo.com/code
which offers the to buy for yourself, or gift to another a lifetime account. Infrastructure wise this is more Stripe work, simple, reasonable and well tested. We tied whether you could actually pay to unlock based on whether you had bought cards already (see the shopify blog post.)
Notables as keys
For both user avatars and letting people have early access to Pile-Up, we relied on the notable system as a secondary access check. Prior to the Pile-Up launch, we solely used roles as the key way to track someone’s access to resources in the API. RBAC is a great system, and deeply embedded inside how the API works - but we can use a lighter touch and rely on existing other tools/system giving notables.
As an example, the new Lisa Hanawalt avatars are tied to the notable of having played Pile-Up Poker during the launch, something which the event plugin gives automatically. Now, if we want to give someone access rights, we have tools for giving notables en-mass or printing them like in a pack of cards.
Unlockables Based on Community Goals
We ended up shipping 6 separate secrets which unlocked as the community hit certain numbers, to make this possible a lot of code had to be ensured to be driven by the API in some form. This didn’t prove too tricky, as we had an array containing the lists and would build that out.
What didn’t prove easy was the stress of giving ourselves 6 additional, somewhat unpredictable, deadlines! The unlockables being secret meant that we could shift around scope depending on what our availability was, but the post-launch period from Pile-Up was the most intense time I’ve ever had working on Puzzmo.
What did we think?
We’ve been doing a pretty good job of looking back on projects and doing team retros over the last year that Puzzmo has been public: as any new team member means you have a new team and not everyone is involved in every decision (which would be true regardless of team size). We ran two retros for this project.
The first one, after we shipped Pile-Up and started the community pool, the key outcomes:
- We try to have “kick-off” events when we thing a project is at certain stages to encourage feedback: idea / planning / design / implementation / testing
- We wanted to find central ways to keep info about a project in one place
- We wanted to try and keep going over that list
The second one, which happened after the final secret was revealed:
- We are not convinced secrets/surprises is a good match for our community
- Tracking the features/integrations for games is complex and it’s easy to miss hooking things up
Wrap-up
The Pile-Up launch was the “big” game launch event we have done since Puzzmo.com came out and we had a “launch event”. We ended up finding a way to take features we wanted to build into Puzzmo and tie them in, as well as really ship a game straight to a fully polished state. Feedback seems good and we definitely pulled off the core idea we wanted with the community pool system.
We shipped a complex new game, with a set of complex new systems (with a reasonably small amount of leaks) in a really short time! But it was pretty ambitious, and it was hard to keep momentum after the event had actually launched because all of the things we had put off in the roll up to the event started to need addressing, but we also had to ship 6 interesting secrets over the course of 8-12 weeks.
Will we do launch events again? Yeah, but differently!