Jump to content
  • Advertisement
  • entries
    26
  • comments
    21
  • views
    2694

Scoring System Design

Sign in to follow this  
FatPugStudio

857 views

One of the most important aspects in a shoot ’em up is certainly score. Being somewhat a niche of a genre, it has a clear competitive edge among its players. It certainly lacks fulfillment in terms of engaging story, but the adrenaline rush in combination with the goal of attaining higher and higher scores or even being on the top of the leaderboard is something really hard to beat and is specific to the genre.

With that in mind, a good shmup scoring system has to be easy to understand and engaging at the same time. While it sounds simple, it can be quite hard to achieve a good “funness” factor while keeping it engaging and skill related.

For Rick Henderson and the Artifact of Gods, i dissected a ton of old and new shoot ’em ups in the search for the perfect scoring system i like. One of my all time favorites is certainly Galaga Deluxe (or Warblade for PC folks) for Amiga 500 from late Mr. Edgar M. Vigdal. Besides coins used for shop purchases (which this game won’t be using until singeplayer mode is done), in Galaga you can collect gems too. Those little cuties come in different shapes and colors and each one yields a different amount of points. While not groundbreaking, it adds another layer of depth to the game besides dodging as some gems are really worth running for through a rain of bullets. Naturally, tougher enemies have higher percentage of dropping rarer gems that yield higher score addition.

Gems

Another form of bonuses that can be picked up are medals. Far from my knowledge, medaling is prominent in shoot ’em ups. The concept is easy: you pick up differently colored medals, when you have the whole set, you get awarded a rank at the end of the level and the medal collection is resetted when you start the next level. You guessed it, ranks are just another name for total bonus multiplier at the end of the game.

Ranks

There is a total of 9 ranks you can attain (the first being the multiplier of 1, which is your default rank):

Recruit
Private
Corporal
Sergeant
Lieutenant
Captain
Major
Colonel
Marshal
Commander

Complete randomness in spawning those can be infuriating for players with higher skill cap, but i find it refreshing to have a bit of a variety and a possibility for the medals already collected to appear again. Below you can find a weight distribution chart for the medals. When none are collected, the chance for any to spawn is equal. However, as the number of collected medals increases, the chance for already collected medals to appear diminish by 1/5 (or 20% if you like it that way). I haven’t done the exact maths, but the chance for already collected medals to appear is not that large. Of course, for collecting already collected medals, you get a nice, juicy score bonus, so they are worth catching too!

Rank Chance Weight Distribution

Multi kill bonuses! We all played Unreal Tournament 2004 back in the day. It had a nice feature of multikills which i use in my game in a bit different form. For those who haven’t played it, you get multikill for killing two enemies in a row without dying. As your kill count progresses (again, without dying) you get megakill, ultra kill and so on. In Rick Henderson and the Artifact of Gods it functions based on time between two kills. When you kill an enemy, an invisible timer starts counting down. If you manage to kill another enemy until the counter hits 0, you get double kill and the timer resets. If you manage to get another one until timer counts down, you get a multi kill, all the way to monster kill. Of course, every additional kill is awared with more and more points. This is usually possible with area of effect weapons (explosive ones) and weapons like Railgun, which can go through multiple enemies, encouraging player to invest more skill in the game.

Grazing bonus is usually omnipresent in bullet hells, a hardcore subgenre of shmups. It encourages the player to “graze” bullets, ie. pass very close to them without getting hit.

Design itself was a bit harder to implement since it involves tracking multiple bullets at a time getting into the graze range and checking whether they hit the player or not. 

While not neccessary for the gameplay since i don’t want it to be bullet hell, it’s one of those things setting apart rookies from hardcore players that want to get the most out the game.

And finally, the good old bonus multiplier which adds up with every destroyed enemy, gets lowered when you get hit, and reset at every waves end. It goes well in combination with grazing bonus, making you get closer to the bullets but not get hit. It also serves as a kind of damage control system. Since i gave up on the idea of having a 0-100 healh bar and chose a 10 life bar instead, hits from tougher enemies take more of your bonus multiplier down.

I believe the score mechanics are very easy to understand and will add up much to the investment of the player and the adrenaline pumping of the true genre players.

The post Scoring System Design appeared first on Fat Pug Studio.


View the full article

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By UnificationIndeed
      Greetings, 
      Its almost 4 AM in here, i am foreigner who lives in south Korea, married and i have also a stable job. i live in Seoul, and i am looking for a serious group that willing to design and develop a game as a hobby. I am kinda dead serious about it. I made a game but its far form being finished, because lack of ideas and code lines.
      I am looking for group of friends who live in south Korea and are willing to sit down, have a coffee, discuss ideas, and start bringing these ideas to life. (Online, Offline, card or mobile) game. I am good with Unity3d, and a good painter and illustrator, furthermore experienced with WACOM tabs. 
       
      Many games started from a garage by a small groups of developers, and now they reached the sky with their dreams and ideas. Please contact me or comment here, if your passion fall in this direction.
      Here is couple of screenshots of the project i am working on. called "chronicles of SORFIA" 



    • By Cringey Boy
      Looking for a 2D artist to make with me a top-down game with cool features, guns, spells, and powerups. I'm a programmer, and I already made the code for the guns, different spells, powerups and basic mechanics like shooting and moving and stuff like that. I just don't have any assets to use so I'm looking for 1-2 2D artists, can be a pixel artist or anything that you want. Compensation will be 50% for you and 50% for me if we are only 2 and will be different if we are gonna be a trio, you are not working for me (or volunteering) we are a team. The only thing that I control and you not is the money, but you can argue with me and I will probably give you the amount that you think that you deserve. It doesn't have a name yet, we will decide about the name together. You can create guns with no coding because of a system that I created so you will also be able to create content for the game, besides ideas and art. I really need an artist so if you are interested please contact me in discord: #1615Cringey Boy
       
      I will leave a video to see the game and also the build to try and actually play the game that I have right now. I don't have any art so it looks bad (;
      https://drive.google.com/drive/folders/1Na3JKPBYXuUpxtP-lBUO-hIl0xO1ujSj?usp=sharing < this is the build, just download the folder called "Dungeon" and in there press on Dungeon.exe to open the game.
      Controls:
      1. Switch to the main gun
      2. Switch to the secondary gun
      Mouse Left Click. Shoot (you also aim with the mouse)
      R. Reload the gun that you are holding.
      E. Use main spell (currently, fireball which explodes and deals damage. And you also aim that with the mouse)
      Q. Use secondary spell (currently, heal aura which heals you pretty fast. You don't need to aim)
      (In the video there is no restart but in the build, there will be a restart button when you die)
       

      Desktop 2019.10.21 - 20.55.18.02.mp4 Desktop 2019.10.21 - 20.55.18.02.mp4 )
    • By phil67rpg
      well I am working on a simpler game called tic tac toe, my question is how do I get the mouse click to draw an X on the  board. when I click the mouse nothing happens.
      #include <freeglut.h> #include <iostream> using namespace std; void drawBoard() { glPushMatrix(); glColor3f(1.0f, 0.0f, 0.0f); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, 6.25f, 0.0f); glVertex3f(18.75f, 6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-18.75f, -6.25f, 0.0f); glVertex3f(18.75f, -6.25f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(-6.25f, 18.75f, 0.0f); glVertex3f(-6.25f, -18.75f, 0.0f); glEnd(); glBegin(GL_LINE_STRIP); glVertex3f(6.25f, 18.75f, 0.0f); glVertex3f(6.25f, -18.75f, 0.0f); glEnd(); glPopMatrix(); } void drawText() { glColor3f(0.0f, 1.0f, 1.0f); glRasterPos2f(10.0f, 10.0f); glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, 'X'); } void renderScene() { glClear(GL_COLOR_BUFFER_BIT); drawBoard(); glutSwapBuffers(); } void ChangeSize(GLsizei w, GLsizei h) { GLfloat aspectRatio; if (h == 0) h = 1; glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); aspectRatio = (GLfloat)w / (GLfloat)h; if (w <= h) glOrtho(-100.0, 100.0, -100.0 / aspectRatio, 100.0 / aspectRatio, 1.0, -1.0); else glOrtho(-100.0*aspectRatio, 100.0*aspectRatio, -100.0, 100.0, 1.0, -1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void mouseClicks(int button, int state, int x, int y) { if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) { drawText(); } } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE); glutInitWindowPosition(600, 400); glutInitWindowSize(800, 600); glutCreateWindow("Tic Tac Toe"); glutDisplayFunc(renderScene); glutReshapeFunc(ChangeSize); glutMouseFunc(mouseClicks); glutMainLoop(); }  
    • By RoKabium Games
      On Aura you can find the Track Ray fossilized bones usually split up in 6 parts. This extinct reptile was incredibly colourful and was one of the largest land animals ever to have inhabited this cold planet. It is speculated that the thick feathers and scales were good insulators for the cold and the colour was most likely a display to attract mates.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!