SOoo yeah... stats, we all love to know our K/D and W/L but what else do you really like to know? Accuracy as we currently rate it is extremely unreliable therefore I'll have no part in tracking how many shots you've fired and whether or not they were anywhere near your enemy much less hit it. I do however like to track kills and deaths in relation to weapons to determine your average effectiveness with a weapon and its attachments which is no small feat as I am now aware of.
Side note, I hate being restricted on weapon attachments, in my game if you could logically equip an attachment without interfering with another you can put up to 12 on any weapon, though it's unlikely you'd go so far it's not unreasonable to have a forgrip, grenade launcher, laser sight, flashlight, scope, silencer, banana clip maybe with a double / reverse / flip clip filled with hollow points or FMJ's, and a hair trigger or alternate butt / stock, etc point being that there's no reason you can't trick out your gun then give it a paint job
Right now aside from all the in game normal stats used for your character and their level I also track an additional 30 stat types relating to your combat effectiveness which I then in turn use to give you an effective combat rating so other players might better gauge your skill instead of relying on levels
You also have a team rating based on peer review and commendations from squad leaders or inverse in which you've been punished for disobeying, though if you were punished by a squad leader with a bad rating or was then mutinied against your punishment will be reduced or eliminated so it won't be held against you, this helps people know you're a real team player
I might not seem like I know what I'm doing at times, but when it boils down I know what I'm doing and I like to think I'm good at it even if I'm not good at talking about it I've always thought showing is much better than telling and prefer to do so as often as possible
For a number of reasons I'm not yet ready to actually show you though just yet
so just fill in things you like in the comments and let me know what you really want to make sure I track in game and I'll be sure to post if I've done it or had plans to do it or have decided to do it because of your comment
Sounds like it's starting to get really complicated.
ReplyDeleteI keep bouncing between the two different games
DeleteI need to clarify more often which I'm talking about
this is for the down the line big game, and stat tracking is surprisingly the least complicated part of the game in my opinion as far as coding and such is concerned
Oh haha, now I feel stupid.
ReplyDeleteI was part in the development of a multiplayer "Twisted Metal" type game on Unity3D for one of my school assignments, and stat tracking was the one taking the most time and effort so we decided to scrap it since we were running out of time.
I said it was easy not fast
Deletedepends on what you're tracking
but generally even so it shouldn't take too long to implement once you have the concept
the hardest part is picking a method, either appending certain actions to update a file or having a listener in game for certain conditions for advanced stats like a sequence action, or others, and there's a few other methods, but after you pick one and stick with it then things should move along nicely
So you've probably gone over this before, but what engine are you using?
ReplyDeleteUnreal for now
Deletethough after these two games I'll be re-evaluating to see if I can squeeze into something a bit better
It would be great if everyone got at least basic attachments for various things, and then unlocking even better ones.
ReplyDeleteI give them all the attachments then let them learn to use them properly, so it's like an upgrade / improvement
Deletehow you hold and use a forgrip changes a lot between your first time and your 100th time you know?