Welcome to the deltaDNA development news feed – your first port of call for all of our product news. This page will be regularly updated with our latest platform release information and provide reference for previous releases too. Pre-2019 release notes are still available individually on the main blog.
Here’s what we’ve got going on…
R41 – November 6th 2019
We’ve just had bonfire night – it’s only fair that we put out a suitably explosive release to mark the occasion. Beyond the little bug fixes, here’s what we’ve done for you:
– The filters panel has been moved to give your campaign lists more space.
– Managing multiple campaigns is now easier thanks to some design & layout wizardry.
– You can now upload 30x as many users per CSV segment (50 -> 1500)!
– This is a biggy. Custom dashboards can now be cloned directly from one game or environment to another, saving you heaps of time and effort.
R40 – October 16th 2019
They say that life begins at 40 and they might very well be right. R40 is live and here’s what that means:
– Dashboards load faster and data mining queries run faster than before. There’s no gift greater than time.
Dashboard display tweaks
– We’ve made changes to how we display visualization names on dashboards. Extra detail looks prettier.
– You can now view the SQL for event segments via API.
R39 – October 2nd 2019
R38 is barely a week old but we’re right back at it with another release! This time we’ve made a number of improvements to both Portal and our SDKs, on top of dealing with a couple of little bugs flagged in support tickets.
– Our crafty UX guys have made a few tweaks to the actions page in Engage. Go and see for yourself, it’s great.
– You can now view events and parameters in the Unity Editor using the Events API.
– Caching has been much-improved for large numbers of image messages. Now, images are all fetched concurrently and you can configure the cache size yourselves.
– Unity push notifications have been updated to make them compatible with iOS 13 and Xcode 11.
R38 – September 24th 2019
On top of the usual tweaks and bug fixes, Platform Release 38 comes with a hattrick of SWEET portal additions:
We’ve added the ability to create multiple visualizations from single data mining queries. This saves you time, loads dashboards faster, and makes your wonderful queries easier to maintain.
Data Mining Queries
For the genius analysts out there who want to get really complex, you can now write _even longer_ queries. Get creative!
Nobody likes doing lots of work with no reward, so that’s why we’ve now got the platform to warn users before publishing campaigns that are exceptionally short. This will save you from accidentally launching campaigns that don’t work.
R37 – September 3rd 2019
We’ve made it possible to cancel Data Mining queries while they’re still running. This means that you can put your bright idea/change of heart straight into action – without waiting for the original to finish running.
Campaign Progress Reset
In deltaDNA, you can dictate the time elapsed before players become eligible to reenter a campaign. You can now set those campaign reset intervals in minutes rather than days, making engagement more precise and campaigns easier to execute than ever.
A few people mentioned that they were accidentally logging out of the platform mid-session, so we’ve changed things around to stop this happening in future.
There is now a page dedicated to image message assets so that they can all be managed in one central location rather than from within each action.
Active Campaign Actions
On the actions page, you can now see which campaigns are making use of each individual action.
We’re hard at work making lots of little tweaks to the platform to improve your user experience, most recently to: dashboards, segmentation and Engage.
Our latest batch of API improvements allows for:
- Full management of events and parameters
- Full management of game parameter actions for in-game campaigns
- Viewing target segments and conversion events for campaigns
SDK Improvements – August 13th 2019
Coming in HOT with a non-numbered mini-release:
Players can now opt out of being tracked using the new mechanism that we put in place. This means that no historic data will be lost should a player decide that they no longer want to send data.
We’ve also got a new exponential backoff retry mechanism.* It ensures that players always receive an up-to-date game configuration even in the event of poor connection.
Finally, the Unity SDK now has improved compatibility with the Unity editor for all those running the latest version.
*Say that ten times in a row, quickly.
R36 – July 24th 2019
Release 36 launched this afternoon, during the day, with absolutely no downtime or negative impact! This is a big moment as it marks the start of our much-touted new release system. As previously said we will be making many, smaller releases rather than making changes every quarter. This will allow us to make bug fixes and changes more frequently – ensuring that we can test and iterate based on user feedback.
Anyhow, without further ado, here’s a short summary of everything we’ve changed in our last few platform releases:
API Campaign Control
You can now play, pause, archive and restore campaigns programmatically via our shiny new platform API. Get in touch with [email protected] if you’d like to find out more about using this.
JSON Editor for Creating Campaign Actions
We’re all about making things nice, pretty, and easy to use. That’s why, if you go to the campaign action creation screen, you’ll find a handy little button next to the familiar text field which allows you to enjoy playing around with your JSON in a pop-up window.
R35 – July 9th 2019
Alongside the usual minor optimizations and structural tweaks, R35 featured an overhaul of campaign navigation and some groundwork for our imminent API release*:
You can now access campaign components (actions/segments etc.) directly from the campaign overview page, without having to search them out within their respective pages. This has already proved very popular with you, the people. You always did have great taste.
Support for API Access Key Generation
Any deltaDNA account owner can create API keys that allow API access to specific environments within the account. Access permissions can be given/omitted for any environment within the account and credentials added/updated as necessary.
*Initially, the API will facilitate:
- The listing and searching of campaigns/games
- Playing, pausing, archiving, and restoring campaigns
R34 – June 25th 2019
Platform Release 34 was a big one, so we can’t let marketing steal all the shine.
We, the frontend team (AKA Alpha Squad), have been hard at work over the last few weeks making a number of improvements to the platform and its underpinnings. Here are the R34 headlines that everyone should be shouting about:
Expanded event-triggered campaign functionality
Background refresh & caching changes
End-to-end development progress
We’ll be doing a Feature Focus soon to really get in amongst what’s new with event-triggered campaigns so watch out for that but, for now, here’s the high-level stuff.
Expanded Event-triggered Campaign Functionality
You can now target players with much greater sophistication, when they are most likely to engage with an offer. To illustrate how that’s useful, let’s look at a handful of relevant real-life scenarios. With the updates included in this release, you can now execute campaigns such as:
- Showing an offer to a player after they have failed a mission 3 times
- Giving a player a free mega-spin every 50th time they execute a standard spin
- Providing a special store configuration for a player once every 5th session, up to and including their 30th session but not afterward
Best of all, these situations can be A/B tested. Want to know which session is optimal for showing an offer? Set up your variants, insert a few session numbers and off you go. Our Engage system and SDKs will handle the rest.
Our brand spanking new out-game campaign simulation provides easy visualized explanations for why your players will and won’t flow into any given campaign. Ever wondered why no players are entering your new push notification campaign? Now you can find out before you run it.
Flow of players into campaign categories – Demo Game
In the example above, players are split into groups based on when they were last involved in an out-game campaign. These groups then flow into different categories based on your set campaign criteria. Players are entered into: this campaign, a higher-priority campaign, or – if precluded by the rules of engagement/messaging limits in place – no campaign at all.
We’ve all set up a campaign with high hopes, only to realize after the fact that we made a grand total of 13 people eligible for inclusion. Use campaign simulation to test ahead of time and save yourself the heartbreak!
We’ve done some tinkering to our analytics dashboards to make them much more mobile-friendly. Charts now stack one on top of the other regardless of dashboard width and chart elements have also been rearranged to scale better for devices with both small and large screens.
🎉 Your charts now look great on mobile too 🎉
Background Refresh & Caching Changes
On login, you can now see the most recently cached version of your dashboards while they load the latest data in the background. This is a great time-saver, especially if you’re logging in frequently. Imagine, for example, that you create a chart one morning and want to view it that afternoon. With this update, it’s right there as you left it!
You log onto the platform because you want to get in amongst the data ASAP, so we made it possible. With cached dashboard displays, you can have your cake and load it too.
This all comes as part of the deltaDNA data-caching revolution. We’ve reworked our entire caching system into a speedy and dynamic in-memory data store using Redis. Using Redis means that the data we cache for dashboards now lives elsewhere. As a result, your cached data is no longer wiped with each release. Instead, it will live on in glorious defiance – ready to be interrogated, analyzed and exported to your heart’s content.
Our Data Mining tool has also received some love this release. We added auto-suggested tables and columns to the editor that are based on the data you have available to query in your game. Our internal analysts have been making great use of this recently and we think that it’ll make a big difference to the daily lives of our data miners out in the wild – no more copying and pasting long column names from the browser sidebar!
R33 – May 8th 2019
Prioritized using feedback from our clients, the primary focus of R33 was improving our campaign management functionality:
- Bulk actions – you can now apply actions to multiple campaigns simultaneously, making systemic changes less labor intensive.
- Archiving campaigns – by archiving historic campaigns, you can separate them from your active set without having to delete them permanently. Archived campaigns are easily restored.
- Improved filtering – we have revamped our search, tag, and filtering functionality to speed up the location and actioning of specific campaigns or groups of campaigns.
- Page improvements – reorganization of the UI, reduced loading times, pagination and de-cluttering on campaign pages has greatly improved usability.
- Flow consolidation – the flow for all 3 campaign types (decision-point, event-triggered and out-game) has been simplified and consolidated to make campaign creation a quicker and simpler process.
Beyond campaign management, R33 also brings in a number of improvements and fixes related to Data Mining, image messaging and campaign overviews.
Big Picture Projects
The features above are what our devs have put live in R33, but there is a lot more going on behind the scenes. We are dedicating a lot of thought, time, and effort to our overarching development as a technology partner. For the next few months, that means consolidation work first and foremost:
- Seamless releasing – we recently changed our release schedule to reduce disruption due to deployment downtime, and we are working on a new system that will involve zero downtime for all clients.
- Optimized integration process – we are actively reducing the size of, and time between, platform updates. Eventually, we will deploy new features and fixes individually – with no disruption or delay.
- Improved development environment – we are enhancing our stack and end-to-end development process in order to facilitate faster release of fixes and UI improvements.
R32 – March 27th 2019
R32 was primarily focused on streamlining the user experience and improving how we communicate with our platform clients. Here’s what that looks like:
As stated in our 2019 Product Road Map, one of our initiatives for the year is giving you the ability to publish more of what you’ve been working on in the dev environment directly to the live environment.
First and foremost, we’re using R32 to roll out cloning on your most-used campaign type – decision point campaigns. Once we have assessed performance and gathered your feedback, we will proceed to add cloning functionality for:
- Event-triggered campaigns
- Out-of-Game (OOG) campaigns
If the platform detects conflict/duplicates between the names of existing live campaigns and those being published, a conflict resolution screen will be triggered. Users will then have to confirm their intent to override the existing campaign, preventing accidental loss of work.
Rather than simply emailing account owners, we will now surface important platform news and updates within the UI itself. This will keep you, our users, better informed of upcoming releases, plans, articles and maintenance work.
These messages will be available in a notification bar at the top of your window, including a counter showing how many messages you have missed since your previous engagement. Dismiss each message as you read and the next most recent will appear until you are completely up to date.
SQL syntax highlighting
For better, quicker, and easier editing of your SQL queries, we’ve added syntax highlighting and code suggestions to our Data Mining, Out-of-Game and Event-triggered campaign result screens. This new feature colour-codes function words and variables to make complex queries much easier to write, read, understand, debug, and execute correctly.
R31 – January 29th 2019
R31 included a combination of new features and upgrades including these below:
- Enhanced visualization of query data (Sankey Charts)
Sankey charts demonstrate the flow of data and user journeys in a digestible format and highlight trends in user behaviors. They join the scatter plot and atlas visualizations that were introduced last year.
- Out-of-Game (OOG) improvements
We have improved our advanced targeting tools for OOG campaigns adding conversion windows, cooldown periods and groups in the conversion criteria.
- Content Delivery Network (CDN)/caching improvements
We have streamlined our page designs and added localized caching to increase the speed of platform loading times.