Post-jam upcoming update


Hi, I thought I'd share some news.
Long post ahead, sorry for eventual typos. It's late here, so some things might make no sense.

After spending more than 12 hours playing the game, I decided I will try to push this project to the release.
I don't play many games while taking a break from coding random stuff for work, so I thought it would be nice to have another minigame aside from Boulder Dash, which is a part of the reason why I mostly stick to retro games and designs.


The goal

I don't really care about the game jam results for this project, but I had enough fun to consider it "a game I actually want to finish" even if the game is very simple. There's a decent amount of space for improvements and features, so, we will see. Back in the day, I was also playing Icy Tower - a focus+timing game. I like game concepts that involve surviving for as long as you can, constantly trying to beat your score, while the game gets gradually faster. That was partially the idea I wanted to have in this game. The current system is not exactly what I wanted it to be, because the pace depends on the player, rather than the time.


Changes

This is not a complete list, some stuff might change.



Graphics

(DONE) Currently, the assets come from previously scrapped projects that have some sounds and sprites I reuse if I need a temporary asset. I will try to redraw the sprites for the entire game, which will be quite a challenge for me as I'm not a gfx artist.

Tasks

I didn't have enough time to finish this feature, but every session will have an additional (optional) layer of difficulty, which requires the player to complete specific tasks to progress towards the game completion. Each completed task will provide additional 1%-2% global score multiplier (calculated after the game is over).
I estimate there will be around 10-15 tasks, resulting in increasing your result score by 15%.
For example, you scored 4 394 250 points and completed 7 tasks (7% more score).
Your final result will be 4 701 847 (307 597 bonus score). This will be important once you accumulate big combo.

Example tasks:

  • Main tasks (+2% score)
    • Reach endgame (kill 1500 birds - up from 1000, since it's possible to go even above 2000 kills)
    • Kill 100 birds without getting any poop on your yard - moved to main tasks, forces the player to focus, helps with accuracy and timing
  • Side tasks (+1% score)
    • Catch 30 bird poops
    • Score 25 ricochets
    • Score 100 multikills (the reason for different ricochet:multikill ratio is that scoring a multikill is most likely accidental, while ricochet requires the player to aim at the wall first)

Scoring

(DONE) The current scoring system will be changed to utilize a different formula.
Accuracy and MaxCombo are the most important factors of the result score.
  • Base score remains the same (5 per kill)
  • Distance will only affect the base score. The Distance ranges from 1-9
  • Base score will also be affected by bird's velocity
  • ResultScore is incremented by PartialScore, which is added every time you hit the next bird: (BaseScore * Distance * Velocity), which can roughly give 100 points, ranging from 80-120 points (goes up even more once the birds travel at maximum velocity)
  • ResultScore is also incremented by LostCombo (calculated after 5 seconds when the player loses his combo), which is CurrentCombo^2
The ResultScore is a part of the following formula:
^ open in new tab
                 Reaching the endgame with complete precision should give around 40 million points
ResultScore will be multiplied by the following factors:
  • Max Combo: your biggest achieved combo will be the major multiplier - up to 8.3x for 2000 combo
  • Poops Caught: minor bonus, add up to 13% for 50~ poops
  • Accuracy: punishment factor. During the longest plays, assuming e.g. 1800 stones were misses, you lose around 24% of the total score
  • Ricochets + Multikills: minor bonus, adds up to 11% to the total score after reaching the endgame

Example

Assuming the player finished the game with 1342 kills and it was also the max combo 1342.
The Total Score is 107360 from the gameplay only + 1800964 from the combo. 1908324 in total.
MaxCombo bonus = 7.09x score multiplier The player scored 252 multikills and 94 ricochets = 1.099x score multiplier
The player caught 53 poops = 1.13x score multiplier
Assuming ~3000 rocks were thrown, 1658 were misses = 0.778x score multiplier
TotalScore = 1908324 * 7.09 * 1.099 * 1.13 | TotalScore = 13 072 362 * Tasks score multiplier
This is just a rough estimate without any testing

Mechanics

  • (DONE) Currently, the stones will keep bouncing and rolling on the floor until they stop, which takes a bit of time and can cause the player to lose combo. While it makes the gameplay more difficult, it might be a little more convenient for players if fallen stones rolled a little less. The floor will have a different material, similar when you throw a stone into the grass - they stop much faster to allow them picking up their stones earlier.
  • The game will start to speed-up after 60 seconds (up to 5 times). That means, it's no longer up to the player when the speed-up occurs.
    The speed-up means the birds take less time to fly from A to B.
  • (DONE) Starting from 100% accuracy, it will drop down as the thrown stone touches the ground without hitting any bird. Accuracy is an additional factor in the new scoring system.

Effects

There will be a slight chance to drop an additional powerup granting different effects for 10 seconds, such as:
  • Stones will be twice as big
  • Upon a successful hit, stones will instantly jump to another target (only once)
  • You get [x] extra seconds before speed-up - [x] is unknown for now, because this requires a lot of testing and fine-tuning. Initially, 20 extra seconds.

Fixes

  • (DONE) Due to the lack of time, I could not push any updates. In the beginning, the birds were pretty slow. The current score has Distance as one of the factors and all variables were multiplied. In result, player gained 0 score if the bird was very close to the player, which is understandable, there was no effort in hitting the bird - you might not have noticed this, but it's still an issue in this version. This will even things out when hitting diving birds with maximum velocity and hitting them at almost maximum distance when they stop
    Since the birds are way faster now, the distance factor will be at least one, increased by the bird's velocity, because it's quite challenging to hit them as they dive.
  • (DONE) The game didn't have a frame limiter in the menu scene, which resulted in rendering as many frames as possible, causing CPU to spike up to 70% usage
  • (DONE) Due to the physics timestep being limited to half of the framerate (low resource cost), player's collider will be slightly wider to make is a bit easier to catch the bird poop
  • (DONE) Stones will be more visible (glowing) once they touch the ground, as currently it's hard to spot them once out of sight

Conclusion

This might sound really silly, I know it's just a game jam, but I really need to force myself into finishing a project. I tend to scrap every new game :D I enjoyed working on this project, so, again, thanks to javidx9 for hosting the jam, thanks to everyone that at least tried to play the game and to everyone who commented on the game \o/

Get Ah, Crap!

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