DemoProductions / shmup

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Score counter #95

Open ghost opened 8 years ago

ghost commented 8 years ago

Defeating enemies will increase the score counter on the main game window.

Further discussion:

flip40 commented 8 years ago

With multiple players I think we should have separate scores on the game UI for each player (and definitely in terms of what they can spend). Having a combined score would be useful too (the group's final score perhaps).

Which enemies give which scores should probably be just on a per-enemy basis and based on how hard the enemy is to kill (more hp, more points... brings a balance to how quickly you accumulate points). We could also improve points by how dangerous we find an enemy to be.

No thoughts yet on score counter design / look.

Oh, another thought, we should probably also determine the points scale (10, 100, 1000...). I think 100 is reasonable, but what do you guys think?

ghost commented 8 years ago

The points scale as 100 sounds good. Can add an extra editor variable in Enemy to set the amount of points. By a scale of 100, you mean: 1 ->100 2 -> 200 10 -> 1000 where the values on the left are values set in the editor for scores. Or would it make more sense to just type out the actual value (100, 200, 1000, etc)

Separate scores for multiple players along with the combined score also sounds good.

flip40 commented 8 years ago

More or less. How we do it in the editor doesn't matter much imo, though perhaps having a "scale" variable and then using the lowest base would be the fancy thing to do (allows scale change easily without manually changing each score).

I think you got the idea, but just to be clear, the question on scale is more about what values we choose as opposed to having a literal scale. If we have two enemies A and B we could do:

A = 1 B = 2 Total score in level = 100

Or

A = 100 B = 200 Total score in level = 10000

Either way, we are really just saying that B is worth twice as much points as A. But people like big numbers (possible downsides there are lots of useless 0's, hard to read, meaningless, etc.). If we did the first one, we would have probably less than 100 for a score. How does it feel getting a 100 for a score even if you did perfect? Probably not as good as getting a 10000.

So my question specifically was about whether we give 1 and 2 points vs 100 and 200 points and so on, as opposed to a literal scale. But as mentioned in the first paragraph, having the base value (1 and 2) and then a scale (x100) would be a nice way to allow us to modify the scale while keeping the points values in balance (enemies are worth the same relative point values no matter the scale).