EmergentOrganization / cell-rpg

:black_square_button: connect to a universe where cellular automata have run rampant
http://emergentorganization.github.io/bridge/
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"levels" in arcade mode #76

Closed 7yl4r closed 8 years ago

7yl4r commented 8 years ago

Based on feedback from /u/ketura perhaps we should break arcade mode's escalation into levels which can be "won" by (one of):

  1. defeating a certain # of vyroids,
  2. clearing the area of vyroids,
  3. collecting a number of powerups,
  4. surviving an allotted time.

This would also let us add a bit of story or explanation between levels. Thoughts?

BrianErikson commented 8 years ago

I think a more structured goal to progress would be similar to how Geometry Wars does it; a sequence of spawn-events in each level that up the intensity. We could also derive the nuke from Geometry Wars and apply that into our game as well; it serves as a limited 'panic button' and kills everything currently on the screen.

7yl4r commented 8 years ago

I have a few 100 hrs of geometry wars play under my belt, and loved every minute of it. I definitely want to draw a lot of inspiration from their visual/audio effects, but hadn't though of it with regards to leveling. It is interesting how different waves are apparent without being entirely separate... maybe that is better than stopping the action for a score breakdown.

7yl4r commented 8 years ago

spawn-events in arcade mode implemented. We could use a few more levels and some balancing, but the basic principal is there! :tada: