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Author Topic: Scoresheet ideas  (Read 3080 times)

Joshua

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Scoresheet ideas
« on: October 03, 2017, 05:37:34 AM »

For someone who reads through scoresheets for fun and profit like myself, there are a few things it might be nice to add. These are only suggestions and maybe they would spoil too much.

1. Cause of death. It's not always clear when I die exactly what killed me - if it was a hostile robot that attacked too quickly for me to see the projectile, a trap I stepped on, damage from heat, etc. Obviously death in Cogmind takes a while to come so the bad choices (or luck) before that can still be considered, but it would still be neat to know.

2. A screen capture of the area around Cogmind when he dies (this might be too spoilery but it would show if you were surrounded by a squad of 12 terminators (how I died last night) or got taken out by a stray grunt escort or just a trap while running away at high speed).

3. Order of evolutions: not just the final state, but how many of each slot someone took at each evolution. This would be useful when studying others scoresheets to glean strategy.

4. Core % remaining when entering branches, not just when proceeding to the next level.

5. The last X log messages (were all your priceless components just destroyed or dropped due to storage unit destruction, or did you just die from attrition, or were you in a bad place for the last 3 floors and finally got unlucky?)
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DDarkray

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Re: Scoresheet ideas
« Reply #1 on: October 03, 2017, 09:03:54 AM »

One other thing I would like to see is what items you're equipping for *each floor you visit* (or even for each map you enter). I think it's fun to see how you're slowly evolving over time.
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Kyzrati

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Re: Scoresheet ideas
« Reply #2 on: October 03, 2017, 07:58:28 PM »

For someone who reads through scoresheets for fun and profit like myself, there are a few things it might be nice to add. These are only suggestions and maybe they would spoil too much.
Absolutely. In fact, most of that stuff is already on my own list!

Even before the first release I've planned to redo the entire system, as it's just a massive and ever-growing list of values that started back with the 7DRL in 2012. I want to change the format, and add lots more detailed breakdowns, but it's also something that needs to happen towards the end of development so it's lingered at the end of the roadmap for a long time (notice it's still there :P). Now we're getting close, though!

However, specifically with regard to #1, cause of death, that one is... quite difficult to determine. The game wasn't built with that in mind, so there are is not system for identifying very specific causes. There is a general system in place that I'm not using, it just doesn't have as much detail as most would want from something like this in order to do it justice. So while it's possible to implement, I'm not sure if or when that will happen, simply because it'll be so time-consuming.

In any case, anyone feel free to drop scoresheet-related ideas in this thread and I'll reference it later when I get around to this.
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Kyzrati

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Re: Scoresheet ideas
« Reply #3 on: October 03, 2017, 10:32:07 PM »

Ah, and I forgot to add that I've written a little about this stuff on the blog before.
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Raine

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Re: Scoresheet ideas
« Reply #4 on: October 06, 2017, 10:52:47 AM »

https://i.imgur.com/Dan0iAy.png

Oh dear... just as I thought my parser was finally 95% into line with the painful document structure required for MongoDB query performance.  8)

I've a love-hate relationship with the scoresheet so I can't really make any useful criticisms about it. Map of death screen would be cool I guess.

The big want for me would be having the HTML log export including absolutely every message received anywhere, as well as highest verbosity combat log data.

EDIT: Aww shit I never saw this blog post http://www.gridsagegames.com/blog/2015/10/player-metrics-alpha-challenge-2015/
Feels redundant man :( Ah well at least I got motivated to learn a bunch of new tech (Python is comfy.. I wanna nerd about with all the data science stuff it's being used for these days, Parsing with lexical analysis is way cooler than driving yourself crazy with regexp, and if I ever work with NoSQL dbs again it won't be with Mongo heh.
« Last Edit: October 06, 2017, 11:13:12 AM by Raine »
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Kyzrati

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Re: Scoresheet ideas
« Reply #5 on: October 06, 2017, 08:50:09 PM »

Oh dear... just as I thought my parser was finally 95% into line with the painful document structure required for MongoDB query performance.  8)
Well nothing's changing right now and there's a lot of data (and far more to come!) to crunch in the meantime for those who are interested.

The big want for me would be having the HTML log export including absolutely every message received anywhere,
Well that's already the case in terms of the primary message log, which includes all messages. (Interface messages shouldn't count since those are just input-based reminders.) Except for the combat log...

as well as highest verbosity combat log data.
That could be a separate option, but is that information really valuable on its own? I would think that would only matter much if it were interspersed with the regular log.

EDIT: Aww shit I never saw this blog post http://www.gridsagegames.com/blog/2015/10/player-metrics-alpha-challenge-2015/
Feels redundant man :(
Nah that's ancient now, and I stopped maintaining the code for it two years ago. We're going to rely on external analysis in the future. (Doing all of my own analysis, and the underlying code, is way too time-consuming, which is why we ended up never having another Alpha Challenge... If someone else had taken the reigns there, such as with the system you've got, we definitely could've had more tournaments!!!)

Although as mentioned I do hope to output the scoresheet to a more easily parsable format to make that job easier. Basically I think we need two formats, one for human reading and another for machine parsing, the latter potentially binary. At least binary is what I'd prefer, but I guess it'd be easier for others if it were just an alternative text format of some kind? Need others like Raine to weigh in on that.
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Joshua

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Re: Scoresheet ideas
« Reply #6 on: October 24, 2017, 05:31:40 AM »

Spoiler (click to show/hide)
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Kyzrati

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Re: Scoresheet ideas
« Reply #7 on: October 24, 2017, 06:02:24 AM »

Yeah it sort of is, so I used to black it out in media before the game actually released, but players are always sharing shots of their end game screen, so it'd be something others would encounter pretty easily anyway.

There are a number of entries that only show in the scoresheet if you've accrued points related to those features, naturally hiding those which would otherwise be spoilers. But those are the ones only within the scoresheet itself--no score elements are hidden.

I mean, we could remove it from the page entirely, and not include it as part of the score, either... Though one of the reasons it got left in was because it hints at something much deeper in the game that the player won't see for a while, but they'll know it's out their somewhere. Kind of like bait :D
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Kyzrati

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Re: Scoresheet ideas
« Reply #8 on: July 17, 2019, 07:28:05 AM »

To resurrect this thread, almost all the suggestions from here, plus many many more, have been integrated into the extensive and detailed new scoresheets coming for Beta 9, and I've started a new series on the blog detailing their content and design.
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon