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We integrated GameAnalytics.com into Leadwerks; You won't believe the shocking results


Josh

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In Leadwerks 4.3 we integrated GameAnalytics.com into our software, both in the editor and in the engine, as a tool developers can use to track their player statistics.  A number of events were set up in the editor to fire when certain actions were performed, in order to gain better insight into how people were using Leadwerks.  Here are the results.

The most popular primitives

Unsurprisingly, boxes are by far the most popular primitive created in Leadwerks Editor.  The community has created more than 20,000 boxes since analytics were enabled.  What blows my mind is that cylinders are actually the second-most commonly used primitive, rather than wedges.  Users created 1753 cylinders but only 1358 wedges in the given time period!  Even more shocking is that spheres are more popular than cones, with 985 spheres created versus just 472 cone primitives.

This causes me to question my assumptions of how people use Leadwerks, and how items in the interface should be prioritized.

primitives.jpg

The Workshop Store is used heavily

Leadwerks users installed more than 5000 items from the Workshop.  It also looks like people install many items, as sometimes the number of installs exceed the number of times the Workshop interface is opened.

workshop.jpg

People buy Workshop items directly through the Steam Client

Although users are buying Workshop items in high quantities, it appears that their primary route is through the Steam store interface, rather than the built-in Workshop browser.  People browse the items in the Steam client and then use the Workshop browser to install their purchased items.  The numbers for Workshop Store purchases are much higher than the number of people clicking the buy button in the editor.

If you're interested in selling your 3D models or textures through the Leadwerks Workshop Store, it's easy to get started and you can earn money directly from Steam.  Contact us to learn more or stop by the forum.

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Also note that user activity fluctuates with new releases, game tournaments, and Steam sales, which is not surprising.

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From the editor when I click Workshop->Browse Workshop it opens and I get a message saying it's being upgraded so it would seem people can't buy from this custom interface?

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2 minutes ago, Rick said:

From the editor when I click Workshop->Browse Workshop it opens and I get a message saying it's being upgraded so it would seem people can't buy from this custom interface?

Yes, but this data precedes the SSL switch over of the site.  It will be back to normal in a couple weeks when 4.4 is out.

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59 minutes ago, jen said:

Can you track errors and crashes in this system? I encountered some error a few times in one version of Leadwerks and in the next version it's fixed. I don't remember any report of the error. So I thought it had something to do with this, you're able to track errors and knowing where the faults are.

There might be a way.

The Leadwerks 5 editor will be all C++.  One reason I want to do this is to remove any possible ambiguity in the debugging.  Once a month or so I get a mystery crash in the editor.

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On ‎2017‎-‎06‎-‎09 at 8:43 PM, Josh said:

There might be a way.

The Leadwerks 5 editor will be all C++.  One reason I want to do this is to remove any possible ambiguity in the debugging.  Once a month or so I get a mystery crash in the editor.

+ it can't handle coroutines

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Pretty sure he means just that the editor will be coded in C++.  I'm sure it will be the same as far as Lua use.  He's said before that Lua users far outnumber C++ users in Leadwerks.  He wouldn't drop the vast majority of his customers.

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On ‎6‎/‎10‎/‎2017 at 5:03 PM, gamecreator said:

Pretty sure he means just that the editor will be coded in C++.  I'm sure it will be the same as far as Lua use.  He's said before th Lua users far outnumber C++ users in Leadwerks.  He wouldn't drop the vast majority of his customers.

Correct.  I am just talking about the internals of the editor, stuff you do not see.  Lua support will continue as before.  I was actually just researching a way to handle shared pointers in Lua.

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