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On The Productive Use Of Metrics In The Development Of Gory Vampire Games
&Nbsp;is WayForward's somewhat-ballyhooed first attempt at an HD console game, and as such, there's probably a lot of interesting technical remarks to be made about our frequent missteps, and occasional successes, along the gory path to its completion.But for various NDA- and time-related constraints, this entry will stick to a somewhat peripheral subject: the use of game-generated, server-tracked statistics to supplement the development process.
The shorthand terminology I'll use for this topic is metrics , which for most game industry establishment-types tends to conjure images of the back room at Zynga , where cackling MBAs with protractors and slide-rules measure the exact point where the dilation of one's game-addled pupils goes from signifying Mind-Numbing Tedium to Big-Time Profits.
This being a technical discussion, I'll elect to sidestep the precarious, albeit interesting, debate over the aesthetic and spiritual merits of metrics-driven game design. Suffice it to say that BloodRayne , very much a product of an old-school design and development process, benefitted greatly from a very moderate application of metrics, and could have used even more had we had the time and wherewithal.
The imaginary ideal, as proffered by our illustrious lead programmer, was to produce a "heat map" system that would enable us to overlay our gameplay worlds with a dense mass of visually-rendered statistical data, which would in turn allow us to tell at a glance how quickly testers were progressing through our levels, where they were most likely to die, which moves they were using to deal the most damage, and so on and so forth. Unfortunately, the inspiration for this system hit us with roughly two months left on the schedule, and with a fair amount of feature implementation still on the docket, we were forced to settle for something much more modest. What we ended up with was still very important to tuning the game's scoring system, and played a surprisingly useful role in the debugging process.
Basic designThe technical scheme we came up with for BloodRayne's metrics system was nothing particularly fancy: we'd a) send JSON -encoded data in the body of an HTTP POST request to our in-office web server, which would b) invoke a PHP script that threw all of the incoming data into MySQL, and then we'd c) write one-off scripts to collate and present the data as we needed them.
We decided fairly early on that the data produced by the game would determine the database schema. In other words, we did not define our SQL tables in advance. Instead, we let the gameplay code generate data in the form of arbitrary key-value pairs, and made sure the server script was smart enough to create tables or modify pre-existing tables when necessary.
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This included fields that would describe the source of the data, such as the revision number of the executable, and the timestamp corresponding to the moment that the data was inserted. So the actual JSON data sent from the above sample would look
According to the FAQ, you can't use recursive functions, float, double, structures, pointers to functions, and library calls (like printf or malloc). You also are not allowed to create global variables or local arrays. Makes sense.
Basically I'm using devil to load the the source texture, then create a second texture on the fly and copy a section of the source texture using ilBlit, to test I output the image as a bitmap. The problem is the bitmap comes out as the right shape and
BareMetal makes use of our Pure64 bootloader, which was closed-source but is now open under the BSD license as well. Also, as it is open source, our code can be used in other projects. For instance the folks behind MenuetOS have successfully ported our
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