CaptainCoderOrg / CapMan

A Pac Man Inspired Game for Learning and Fun!
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Consider how enemies should act after dying and respawning while powered up #51

Open jcollard opened 7 months ago

jcollard commented 7 months ago

In Pac Man, the power pellets make the enemies vulnerable. However, in Cap Man, I feel this behaviour should not be identical. With a projectile hat, it feels strange to have the baldies exit and be invulnerable to the hat throw.

Some ideas:

I'd love to hear your thoughts @smabuk, @DerekGooding and @cod3m0nk.

cod3m0nk commented 7 months ago

In my opinion keeping the Baldies vulnerable is the best choice, even if they can be killed several times.

The power up already lasts for a certain amount of time, and making the Baldies invulnerable or able to catch it can be a bit confusing (if you are not able to clearly tell witch one is able to do that) and/or annoying for the player.

Maybe keeping the Baldies at home while the power up is active is a good option too.

DerekGooding commented 7 months ago

When it comes to powerups, I'm a fan of more is better. I think it would be fun racking up hat stuns. Possibly rewarding a score bonus per stun. So a player may pick up the hat, then camp the respawn location as a strategy. Maybe limit the powerup to both a timer or a max stun count. And if you hit the stun max, you get even bigger score bonus.

This adds a slight amount of emergent gameplay. Reminiscent of 1ups rewarded in Mario after chaining stomps. Do you rack up points or finish the level? Or does optimal gameplay mean landing a perfect max stun hat with each bowler in the level?