Machinations Documentation
  • What is Machinations?
  • ☉Getting Started
    • Explore
    • Interface
    • Framework Basics
    • How-To Videos
  • ▷ Simulations
    • Run Modes
    • Charts
  • ⦽ Basic Nodes
    • Pools
    • Sources
    • Drains
  • ⇢ Connections
    • Resource Connections
    • State Connections
      • Label Modifiers
      • Node Modifiers
      • Triggers
      • Activators
    • Labels
  • ⧰ Advanced Nodes
  • Converters & Traders
  • Gates
    • Sorting Gates
    • Trigger Gates
    • Mixed Gates
  • Registers
    • Math.js Functions
  • Delays & Queues
  • End Conditions
  • Artificial Player
  • ✑ Nodes Properties
    • Activation Modes
    • Pulling & Pushing Resources
    • Filter (Colour Coding)
  • ⚯ Collaboration
    • Live Collaborative Editing
    • Public Diagrams
    • Google Sheets
    • Tags
  • ♔ Accounts
    • User Profile
    • Pricing
    • Billing Policy
    • Team Management
  • ☆ Tips
    • Shortcuts
    • Best Practices
  • ⚙️Unity Plugin (UP) & API
    • Game Engine Plugin
    • Quick Start
    • Main Concepts
    • Real-Time Sync
    • Unity Integration Guide
    • Known Issues
    • Key Features
      • Game-Aware Analytics
      • Local Cache
      • Game State Awareness
      • Data Formats & Handoff
  • ≏ Evolution
    • Changelog
    • Framework Diff Log
  • 〄 Localisations
  • 🇷🇺 RU by Lev "evlko" Kobelev
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On this page
  • During Prototyping & Development
  • Post-launch
  1. Unity Plugin (UP) & API
  2. Key Features

Game-Aware Analytics

Fine-tune your diagram with ACTUAL data from your gameplays. Engage the power of Big Data to perfect the ultimate game design.

This feature is under heavy development and is considered unstable.

Game-Aware Analytics allows you to record any Game or Game Object State Changes and Events.

Sets of data may be saved during various key-points. You will also be able to import Analytics data from other providers.

Game-Aware Analytics provides game designers a new way of understanding valuable gameplay data. We have devised a way to supercharge analytics data by mapping it onto Machinations diagrams, so you can see exactly how your changes impact the game.

You can use this throughout your game's lifecycle.

During Prototyping & Development

  1. Collect the data from internal/beta play testing, analyse it and make the initial tweaks based on it

  2. Test different design models and see how they fare against each other

Post-launch

  1. Balance your game based on real player behaviour data

This is based on our Machinations Inference Protocol, which allows you to debug and fine-tune a diagram by employing Machinations Game Analytics. You can connect Diagram elements to formulas defined in UP. The resulting values can be synch’ed back to the Diagram. This process can signal if there are unexpected differences between the diagram and the game.

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Last updated 4 years ago

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