Immersive first-person parkour in a surreal, physics-driven voxel world. Every move can modify the environment. Surfaces pop in and out of existence at will.
In which much gets done whilst internet is absent.
Posted by et1337 on Jan 6th, 2013
I just got internet back after being without it since before Christmas. It was a tearful reunion, to be sure. Turns out, I was actually more productive than usual without internet. There's a one-word explanation for that, and it rhymes with "edit".
ANYway, here's what got done:
I haven't figured out the server side of this system yet, but all it really needs to do is accept plain text file uploads. Once I have the files, it's easy to load them into the editor, yielding data like this:
On the right-hand side, you can see how I can view individual play sessions, or select all of them and filter by event type. For example, if I wanted to see where in the map people most often exited in a fit of rage, I could select all the play sessions, then filter on the "Exit" event.The player's position at the time of each event is visualized as a colored dot. I normalize the first three bytes of the MD5 hash of the event name and use that as the color.
At the bottom you can see I also record graphs of various properties, like the player's health and ammo. I can also just play back the recorded sessions at up to 10x speed. The analytics data also includes crash logs, so now I can see the circumstances leading up to a crash.
TL;DR: The next alpha release should give me a lot more useful information about pacing, difficulty, and bugs.
Complete with shadows and everything!
Sad sad sad.
I know, I'm not a very good 3D artist. I've been getting some complaints about it. I'm trying to go back and re-vamp the player model without throwing away hundreds of hours of work. I've already made one of the easiest improvements, which was to photochop the textures a bit and add normal-mapping.
Here's before and after:
Here's some other things, because you obviously have nothing better to do!
Thanks for reading. Hang in there for the next alpha release!