Posts Tagged ‘stats’
Hello again ludum people,
So I’ve already made a declaration/tools post but here’s an updated version of the montage picture that started it all. Also a graph of my results…
As you can see the graphics are usually my strong point (which is funny since I’m a programmer who couldn’t draw a stick figure to save his life not long ago) but the rest isn’t so great. One thing I notice is that Fun seems to follow the Innovation curve. So maybe I should try to be more original. I don’t know but I think I’ll try to aim at something more fun and lively this time. We’ll see how that goes.
I just wanted to share with everyone the stats from my last game (LD23). I used Google Analytics to record events from within my Flash game. It was very easy to set up – it only took a few minutes – and while the numbers are not very impressive, I think it was worth it to see how my game was being played. For example, I see that only about 10% of players clicked the restart button and that each level of difficulty had about half as many completions as the previous. For a throwaway game like this, this info is not really important, but for a real game in the wild, this can be very valuable. I would encourage everyone to add some kind of tracking code to your game even if it’s only for the practice!
In the middle of the bad things I’ve been through the weekend. I decided to keep my game simple and tought that I could make a game out of my work. I’m alone at the night every thay and keep telling Windows that he should work becouse he used to. But I have leaved out the programming and stuff like that and added the fun parts and some problems to solve and watch out for.
Basically you sit in front of the monitor and try to find a way out of randomly generated 2D mazes to get score. But you have 4 stats – awakeness, stress, hydatation and bladder – as well to watch out for. If they reach their limit than you loose – fall a sleep, going mad, get dehydratated or be in shame at work place. These stats can be easily controlled with a mouse click. You can make coffee to drink to stay awake or water to get hydrated and you can go to the toilet.
The problem is their effect on eachother. Becouse if stress go high, then you are getting tired quicker and start to see hallucinations that couse more stress. Bladder goes up from water and coffee too, but you need to drink to reduce stress and to avoid dehydratation. And while you can make more coffe, you can’t replenish the water resource.
Hallucinations are coming when you are doing your job, but gets more intensive when you go alone to the toilet or the make coffee. So watch out. The ghosts are building up your stress…
The game made entirely in Processing becouse I needed to learn it. So This was my first time I’ve wrote a line of code in it. Sadly other things have gotten in my way, so the game is about half finished. It need some features and some graphics. There isn’t even support in the code for sound – I’ll add it tough. But the main engine is working pretty well.
This concludes to myself that I’m f***ing awesome and have to work hard on things like game making. Instead of the DAQ programs for foundries and the likes…
Anyway have fun with it. The source is up with the release. Feel free to use it. To play the game, click on the first screen, use wasd to move in the mazes and try to go out at the bottom as many of then as you can. Click on the coffee or the water to drink. If you run out of coffee, then click on it once more to get another one. (This minigame isn’t working yet!) To go to the toilet, click on the Bladder stat. (This is a similar minigame and it’s in the state like the other with the coffee…) There are no scores, but I wanted to do it like “how many mazes in wath amount of time, but maybe there are more possibilities than this. I’ll consider them too.
Here is the entry: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=5167 Try it out!
The first three rounds of voting for this weekend’s Ludum Dare are over. You were given the option of giving +1, 0 or -1 to each choice. Here are the themes that earned non-negative scores.
This doesn’t include the results of round 4, but you can guess what the most likely themes are going to be based on their score in the prelims!
Perhaps self-replication, dreams, adaptation or evolution will win? You can’t be sure…
#. Name Total +1 0 -1
ROUND ONE WINNERS:
1. Self-replication +158 343 132 185
2. Dreams +154 334 137 180
3. Immortality +87 297 146 210
4. Genetics +79 291 142 212
5. Architecture +74 283 156 209
6. Espionage +64 270 171 206
7. Resurrection +19 242 179 223
8. Growth +6 18 18 14
9. Thieves +2 246 166 244
ROUND TWO WINNERS:
1. Adaptation +117 318 150 201
2. Night +81 296 171 215
3. Stealth +4 269 152 265
4. Mechanisms +1 257 163 256
5. Looping 0 254 170 254
ROUND THREE WINNERS:
1. Evolution +79 322 128 243
2. Very large Vs Very Small +49 309 128 260
3. Ruins +38 279 167 241
4. Apocalypse 0 281 127 281
I figured I’d make a fancy chart of the results from each round of voting this time around, for the fun of it. After trying a few different types of charts, it seems that this method gave the most information. Hope you enjoy!
If you have any requests for different types of charts to display the info, feel free to suggest and I’ll see what I can do.
I wrote a little script to scrape all the ratings for all games and put them in a comma separated value file. You can open this in any spreadsheet app (Excel, OpenOffice Calc, etc.). It’s here, if anyone’s interested:
…that the real Advancing Wall of Doom would be the 121 entries to attempt to rate and leave feedback on in 2 weeks!
As I was thinking about how to schedule this into the next two weeks I thought up some rough stats based on how past compo playing/rating has gone:
- You should play and rate 8.6 games per day of the two weeks if you want to hit the deadline.
- If you assume an average handling time per game of 3 minutes you are looking at 6 hours of just getting the games to the point where you are playing them.
- If you assume an average playing time per game of 2 minutes you are looking at 4 hours of total play time to get through all the entries.
- Given the average handling and playing times above you could earmark about 45 minutes of LD time per day for two weeks to finish on time.
Phew.. well, I better get cracking. I must admit I haven’t had much of a chance to play more than a few so far. The rating and feedback is so important though. I know I really appreciate the time people put into playing and leaving thoughts on my game so I try and do the same.
Great compo everyone! I can’t wait to see what everyone created…