Closed ollyturner closed 1 year ago
Menu Scoreboard Remove rockets and stun rockets Remove Food Remove Colour Functionality (you can keep the colour as a design) Need to be able to win and lose (who is bigger when they collide) Size If players are same size a winner is randomly generated
Higher level: what do you need for a minimal viable game?
Lower level:
Winning condition:
How to get larger?
How to win? we have two options for basic winning dynamic:
points for colour:
points for size:
==> COLOUR
I enjoy (finally!) having a winning condition! Thanks Game Design team!
Timer runs out Whoever is larger, wins
Menu Scoreboard Remove rockets and stun rockets Remove Food Remove Colour Functionality (you can keep the colour as a design) Need to be able to win and lose (who is bigger when they collide) Size If players are same size a winner is randomly generated
Could it be a due game if all the players are of the same size or the same socre?
Menu Scoreboard Remove rockets and stun rockets Remove Food Remove Colour Functionality (you can keep the colour as a design) Need to be able to win and lose (who is bigger when they collide) Size If players are same size a winner is randomly generated
@ollyturner @TheoPannetier We still need a conclusion on what we need for our minimal viable game. I propose (from the quoted list):
Menu -Scoreboard- (strikethrough) Remove rockets and stun rockets Remove Food Colour Functionality as means to win a confrontation Winning condition: who's bigger at the end of time -If players are same size a winner is randomly generated-
Hi @sebmader, sorry I'm only seeing this now
Menu -Scoreboard- (strikethrough) Remove rockets and stun rockets Remove Food Colour Functionality as means to win a confrontation Winning condition: who's bigger at the end of time -If players are same size a winner is randomly generated-
I agree with all of this. I'm not a fan of how we solve ties (it sucks to win/lose because of a coin flip), but I agree that for a minimal game, it is good enough.
Then it looks like we have enough to write a clear Minimal Viable Game plan (I volunteer to do this)!
There is however one issue we need to address: @EvoLandEco has been working on implementing a scoreboard to track points, but AFAICS in the plan above and its winning conditions we have no need to keep track of a score at all?
The winner is simply whoever is largest when the timer reaches zero, so "score" is simply the size attribute of the player.
@EvoLandEco would it be ok for you to ditch the scoreboard for now?
There is however one issue we need to address: @EvoLandEco has been working on implementing a scoreboard to track points, but AFAICS in the plan above and its winning conditions we have no need to keep track of a score at all?
The winner is simply whoever is largest when the timer reaches zero, so "score" is simply the size attribute of the player.
@EvoLandEco would it be ok for you to ditch the scoreboard for now?
In the concept of a MVG there is no need for a scoring board. As the scoring board has currently no interaction with any other part, we could just stop implementing it, or the same like the enemy class we could also remove the file temporarily. We could resurrect it later
Great, then this point is solved :)
We need to decide which steps we still need to take before we get to the minimal viable game. This doesn't only mean adding things, but also temporarily remove things.