◆Plaster// Readout
Readout

Stats

// how much work has gone into Plaster

2026-10-11 → 2026-10-17
04
Days in the field
Changelog
45
Changes logged
3
Dev sessions
24
Sound effects
47
Asset versions
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Tokens used

01Tokens

All sessions
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Total tokens used
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Claude wrote
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Output tokens
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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.
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).