Worked on making cases work seamlessly with the rest of the GUI. Completely scrapped what I had before I started from scratch, but I think it was worth the trouble:
You look like you’d be capable of a back-end statistics site for roblox.
Basically you put a script in your game and can feed it data. The data is sent to a server and you can log in on a website to view it. By default it tracks things like average play time, player count, visit count, average robux spent per play, robux earned per hour, etc…
I’ve really been hoping that someone would release something like this sometime soon. Maybe a $10 per month fee for 1 game, +$5 per month for each game afterwords. or something.
Just a side note but the expenses on computing power for the most popular games would probably exceed 10$ easily due to the amount of traffic and data processing needed, if you’re tracking a decent amount of events at least
EDIT: Prison Life has 12k players with max 24/server, so assuming on average a server is 12 players, that’s a thousand servers. The things ScriptOn mentioned are stuff that’s fine being logged every 10m, but even if you only do it once a minute, that’s 1k requests per minute, which shouldn’t be too bad if it’s just for adding some information to databases.
I’m just saying a rate-based model makes more sense, you want to profit off of the big games who can afford to spend money easily on those things. With a fixed price tag that is so low, especially considering you need to crunch a bunch of data for big games (the traffic part isn’t really a problem, should have put emphasis on “data processing” in the previous post), you’d be overcharging small games by a lot and relatively undercharging bigger games
EDIT: @einsteinK I don’t think traffic is the issue, it’s preprocessing through the data and then processing it in the way that the developer wants to see that will be the most intensive. More players = more data to crunch through
You could go with a “calculate and forget” approach (not a name of a real principe, but it sounds nice), which is basically an IncreaseAsync. Every hour (or whatever resolution you want), add a new row with as colums #visits, #servers, average playtime, … and when a request comes in, just increase it a bit. (not sure how well updating the same row 1k / min will work out, but eh)
Only thing that would require “a lot” of processing (mostly storage) would be calculating unique players, or the return rate of players, as you would need to store who visited during that hour.
Yeah, i’ll go ahead and see what I can setup. But as @buildthomas said, it’d have to be rate-based. Since it would definitely gather a bunch of data, and ultimately I’d have to upgrade to more and more servers as I go.
Just give me time to look things over. Send me PM with all the type of stats you would want to track
I don’t know a rate cost, but 10$ seems reasonable for a start.
Oh yeah sorry if I seem too critical about it, when that happens it just means I find the topic interesting
Yeah but that’s also the things you’d be mainly interested in I think, if you just want the basic things it would probably be feasible to implement it yourself. But for the more advanced stuff, it’d definitely be interesting to pay someone to handle it for you without having to deal with scalability issues and not having to spend development time on it
Look into http://www.gameanalytics.com/ it is the best FREE platform out there that can handle all that data. There are quite some people here that have built bots / scripts for the platform to make it work in-game