Stats
01Tokens
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Where these numbers come from. Claude Code saves every session's transcript, and each response records exactly how many tokens it used. These totals add those up for every recorded Claude Code session run in the Plaster folder, re-counted live by the dev server (node tools/token-usage.mjs refreshes it by hand). Tracking starts 2026-10-16: transcripts from the first two days weren't available, so those days aren't counted. Sessions from different machines add up: each run keeps the sessions already recorded and adds its own.
Most of the total is cache reads: every response re-reads the conversation so far, billed at about a tenth of normal input. Output is what Claude actually wrote. Not included: claude.ai chats, other projects, or dollar cost.
02Development log
| 2026-10-11 Session 1 | Project scaffold, sky + tiled floor + first-person controls, two API-mismatch bug fixes, dual-stack networking fix, voice-command dev pipeline, dev HUD, graybox map, first marker, shooting, splats, opponent bot, this design doc site. |
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| 2026-10-12 Session 2 | Full quality pass: speedball field with inflatable bunkers, sky-based lighting, new marker / character / paintball models, realistic paintball ballistics, cover-using bots, 20 synthesized sounds, voice-link status in the dev HUD. Design doc gained screenshots, Models and Sounds pages, then was rebuilt in the briefing style with full version history. |
| 2026-10-16 Session 3 | Accent switched from orange to green across the game and design doc. Total tokens on the Stats page. In-sandbox dev server and screenshot tooling. Map layout moved from code into JSON map files with a shared asset registry, then a full visual map editor with save/load, backups, undo/redo and one-click playtesting in the real game. Design doc caught up: Map editor page, new menu and Dev HUD versions. In-game dev HUD removed; WASD camera movement in the editor. GLB model import with rendered asset previews, and an Unreal-style fly camera. Controller support and keyboard-only play (arrow-key look) in the game and editor. Multiplayer: main menu, public matchmaking, private lobbies, 4v4 with bots, authoritative game server. New main menu: tabbed screens over a 3D lobby, Loadout, Operators (jersey numbers), Progression (XP, levels, career stats). Browser favicon; the Overview's hero splat no longer cut off. Task board: typed and voice task capture (hold T), organised lists, and Claude working through selected tasks with live status. POE, the Plaster Object Editor: configurable markers wired into the game and multiplayer server, Loadout picker, model / texture / sound imports shared with the map editor. First task-board run (R-1): menu tidy, public matches return to their lobby, POE rename/delete. Run R-2: no dev-tool links in the game, FPS/ping readout. |
| 2026-10-17 Session 3, cont. | Woodland, the first woodsball map (64 × 96 m): terrain, blended ground, instanced forest and grass, plank fort, outpost with shacks, containers and a truck, watchtower, creek with a broken bridge, mirrored for balance and checked for spawn sightlines. Engine support for per-map fields, terrain, stairs and multi-part collision; Practice map picker; the map editor shows each map's field and edits its size. Private lobbies up to 8v8, after measuring server time, bandwidth and draw calls; faster collision checks and lighter player figures. Run R-3: crouch ends a sprint, no pause screen on join / Practice / match end, Woodland texture glitches fixed, smooth stairs. Plaster Engine: the Windows desktop app with every tool in its own window. Run R-5: Search & Destroy (rounds, bomb sites, plant / defuse, objective bots, four new sounds), public matchmaking by mode with a map rotation, and every player's own marker shown in third person. Run R-6: the bomb has a carrier who drops it when out, spectating teammates while out, sprint stamina, a steadier lobby countdown, and Stats page fixes (short token totals, Eastern time). |
| 2026-10-18 Session 4 | Run R-7: an Esc menu with settings, loadout (swap markers mid-game) and controls; Search & Destroy sides switch every round from fixed attack and defend ends, 5 s plant and 45 s bomb, first-person spectating and who's out on Tab; map pictures in lobbies, saved by the editor; a blank grid-floor new map, and field-size edits in the editor that move the netting and undo; bots that route along trails, through doorways and up the watchtower stairs; a Claude panel on the Engine hub; the task board's Recent runs stays folded. Then: GitHub brought up to date with development / test / production branches, and the Plaster website (landing page plus these docs, with On this page navigation), ready for Netlify, which went live; and Game versions on the Engine hub to play each branch as a release. Run R-8: a bolt-action sniper marker with a scope, 6v6 public matches, bots that aim down sights, and Search & Destroy bots that spread out. Run R-9: the Training range (targets instead of bots), bots that carry any marker, the Esc menu on a controller, spectating that follows aiming, and through-wall markers that fade at the crosshair. Run R-10: magazines that keep their paint (tap to swap, hold to drop), an overhead view between rounds, a quiet defused bomb, and Team Elimination to 100. |
| 2026-10-23 Session 6 | Menus redesigned after reference shots added to a new inspiration/ folder: logo and tabs across the top, cards on the left, a player card with a rendered portrait, map card, player list and button hints; Progression renamed Barracks; a Loadout panel with a picture of the marker and stat bars; Settings in groups. The main menu moved to Woodland in front of the watchtower, and the Esc menu restyled to match. Then a sidearm: the P17 pistol modelled in Blender, primary and secondary loadout slots switched with 1 / 2, the wheel or Ⓨ, two-handed first-person hands, and the server tracking both slots. Two session crashes traced to the sandbox's software-rendered test browser running out of memory, not the game. Then task run R-11: Settings › Graphics (presets, shadows, resolution, tree detail, an uncapped frame rate in the engine), a clean sniper scope, K/D on the scoreboard, a 3 s celebration after a defuse, paint landing properly on Woodland's trees, touch controls for phones, and a Go live button in the hub for public playtests, on both the Test and Production builds. |
| 2026-10-20 Session 5 | The Blender trees on Speedball's treeline behind the main menu too, the lobby's map pictures re-saved with them, and full-detail trees pulled in to 24 m. Then rocks, fallen logs and stumps sculpted and baked in Blender, bushes grown like the trees, and painted grass tufts. Then the first PolyHaven texture: Woodland's trail dirt swapped for a photo-scanned forest ground with normal and roughness maps, then the grass for scanned forest-floor grass, tinted to the old tone, then leaf litter and mud, so all of Woodland's ground is scanned. Then the website's model pictures re-rendered on transparent backgrounds, and the grain moved off the images. |
| 2026-10-19 Session 5 | Blender set up in the sandbox (headless, scripted, preview renders). The Can bunker rebuilt in Blender: sewn, bulging panels, puckered stitching, a printed stripe, valve and stake tabs, baked onto a 7.8k-triangle game mesh with a color mask so editor colors still work. Then the stock marker remade in Blender after a Tippmann TMC photo (AR lower, M-LOK handguard, PMAG-style mag, carbon tank through the stock), in the game with an 8k version for characters, and the mag, charging handle and trigger animated. Fixes for markers vanishing on eliminations and a cloudy red dot. Then Woodland's oil drum in Blender: chimes, hoops, bungs, embossed lid, chipped paint, rust streaks and a stencil, with a packed .blend to open. Then the player rebuilt in Blender for magfed: helmet and mask, plate carrier, camo, team armbands and a back number patch, skinned to the old rig so every animation carries over, a recoil kick on shots, and matching first-person arms. Then the sniper rebuilt in Blender after a bolt-action DMR: quad rail, suppressor shroud, long scope, precision stock, bipod, with the real bolt worked after each shot. Then realistic weathered wood for Woodland's plank walls: tileable PBR textures painted in Blender (growth rings, knots, nails and rust, cracks, joints, lichen), on every wall, deck, crate and post. Then the sniper's scope lenses uncapped: open ends with coated glass. Then realistic trees grown in Blender: three Norway spruces and three broadleaves with painted bark, needles and leaves, three levels of detail swapped by distance, and trunk collision sized from the models. |