FIRST PERSON THIEF
One player assumes the role of a thief. Under the cover of darkness, the thief infiltrates the museum in an attempt to steal its valuable exhibits.
TOP DOWN GUARDS
The other player assumes the role of the security guards. In order to secure the museum, the guards must find and catch the thief - before they escape with the treasure.
My Roles: Lead Designer, Level Designer, Technical Game Designer & Gameplay Programmer
Development Team: "Team Fifteen"
Team Size: 10
Platforms: Windows, Mac and Linux
Engine: Unity 4 / 5
Development Cycle: January 2015 - July 2016
Release Date: July 10, 2015
Reception: Heist Night was met with significant praise; both internally and externally. Many players complimented the gameplay structure, and the scenarios it affords. More than 1.000 people have downloaded the game, and some people have even recorded their experience. Videos of people experiencing the game can be found here.
This lets us do basic analysis on for example the win rates, or session duration. But how are we going to get heat mapping data? Luckily we can use the same system! I created a simple colour coded system that tracks all the different characters by periodically placing pixels on a texture based on the character's position. This generates separate texture maps for each entity it tracks: bmpThief, bmpGuard0, bmpGuard1.
Then, once a match has ended we convert the images to a BASE64 string (replacing the underscore), and send it with the HTTP request!
This might sound ridiculous but a 128x128 texture maps is actually less than 600 characters long as a BASE64 string, so the full HTTP request comes in at roughly 2KB.