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If you appreciated JavaScript, you can go even further and use a NoSQL database

engine with some JavaScript APIs like MongoDB, Apache CouchDB, WakandaDB, Arango
DB, ...
ruby on rails
If you learn Javascript, than you can use it both front-end (backbone.js) and ba
ckend (node.js).
If you learn Ruby, you can than learn Rails (backend), but still need to learn J
avascript for front-end and some JQuery. Rails people tend/need to be polyglots,
they should move easily around SLIM, SAAS and Coffeescript. So, if you know Rub
y, better start using Sinatra to see if it fits your needs. Rails is for scalabl
e apps. Do you want to write the next Tweeter? than you need Rails.
But, it would be great to be an expert in HTML, CSS and Javascript. If you maste
r all these, than backbone.js and node.js are all you need for strong web apps.
Secondly, if you are proficient in Ruby, there is RubyJS about Matz said:"If I h
ad to code JavaScript I would use RubyJS".
My feeling is that if you master Ruby, than you can do anything, even IOS apps,
take a look at: RubyMotion which wrapps around Objective C, isn't it great for r
ubyists?
Also, if you master Javascript, why would you need Ruby for web apps?
All client code is written in Objective-C and C++, and server code in Java. The
game's graphics are produced using 3ds Max, Photoshop and Flash. Note that I'm u
sing the present tense. Clash of Clans' development is far from over, so expect
some really cool updates in the future!
average user plays for short bursts 10 times a day: threats endanger players digi
tal domains even when they re logged off, so the game prompts frequent returns wit
h text messages warning of incoming raiders, which not only require renewed enga
gement but also investment in re-enforcements or supplies. Clan players looking
to quickly climb past the first few easy levels are paying $100 a pop for a che
st of gems usable as currency within its virtual store.
A key lesson that can be taken from Supercell and applied across any app your pl
anning on making, comes from listening to what Paananen cites as the reason for
the company s success:
The huge irony here is that if monetization is not your number one priority, that
actually leads to better monetization. When you prioritize engagement and rete
ntion
making a great game that people play often and want to play for a long tim
e they are happy to pay. We want to design games that people can theoretically p
lay for years.
There was a time, especially in the social games industry, where people thought
you could create great games based on a spreadsheet: that creativity and design
wouldn t really matter, because it was all about some maths.
Games are still a form of art, not a form of science. You can t design fun on a s
preadsheet. And if you want to make an industry for the long-term, if you can t c
reate fun games, there s no future.
In citing this focus on player engagement, parallels can be drawn with gaming hi
ts from previous decades and platforms, like World of Warcraft and League of Leg
ends. However, I m sure Supercell still play close attention to the analytic perf
ormance of Clash to assess what aspects are working well for their players, and
designing at least partly on that. Supercell s approach then is not to ignore eit
her the art or the science of game making, but to draw on the benefits of combin
ing the two

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