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Score System design tips

Started by August 17, 2011 11:53 AM
1 comment, last by vladimirsan 13 years, 5 months ago
Hi :) I usually find all the answers I need using my "google fu" or searching here in the forum...now however I can't find anything related to my question.

I'm making my first flash game :) It's a "reverse whack a mole", you control the moles and try to avoid being hit. currently I'm designing the score system.

The main objective of the game is to keep as many moles "risen" and to hide the moles when the pc targets them. Right now every 0.5 seconds I just add 5*numberOfRisenMoles to the score. I was looking for some tips on how to design scoring systems...but I can't find any X_X is there any advice that you could give/forward me to in this subject?

Thanks a lot in advance :)
Check out my blog: vladimirsan.com
Figure out situations which puts the player at risk of losing points and give bonus points when he succeeds. For example, give extra points when he drops the mole right before the hammer hits it. If the player control how many moles are up, use an exponential scoring formula where they get more points for having more moles out at once(ex : 1, 3, 6, 10, 15, etc). You want to create risk/reward situations. The more risk the player takes, the more points he should get.

Other things you can do is giving bonuses for perfect play. You could increment a multiplier for every X moles that survive. When a mole gets hit, it resets to 0.
Developer for Novus Dawn : a [s]Flash[/s] Unity Isometric Tactical RPG - Forums - Facebook - DevLog
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Hey :) thanks a lot biggrin.gifbiggrin.gifbiggrin.gif

I really haven't thought about that laugh.gif


Check out my blog: vladimirsan.com

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