Indeed, I was measuring it wrong. The bugs were few and slight in metrics measurement today when I was polishing up the room-based metrics, but they were there.
Mainly, I was confused as to why the time for state durations were longer than the duration spent in the actual room itself. Solution? I actually forgot to reset the start state time marker when changing state. Ugh.
Why does dying happen (according to metrics) when the player doesn't die during a session? Checkpoint warps use respawning, so I decided to put an option to not record respawning as dying for future need.
Why does the time resemble the master metrics manager, instead of the room-based one? Definitely needed to actually decouple the master-based system from the local system.
The player can actually fire a gravity well on themselves? That... was not metrics related but came up anyway. Actually, I'm surprised no one ran into that bug yet.
The next thing I discovered as I was wrapping up the metrics tool was that dive rolls tend to allow infinite movement on slanted surfaces. I should probably fix that if the player can't walk on it.
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