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Initial Player Scoring #203

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Cheeseness opened this issue Mar 3, 2014 · 2 comments
Open

Initial Player Scoring #203

Cheeseness opened this issue Mar 3, 2014 · 2 comments

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@Cheeseness
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Score, cart damage and time bonuses feel like they're something that we can't really readily define until after the cart and ball mechanics are more solid. We do want to get something rudimentary in sooner rather than later though.

For now, I'd suggest ignoring cart damage scoring, and putting placeholder stroke score offsets of something like this:

  • hole in one: 2500 points
  • par -2 or more 1750 points
  • par -1 1500 points
  • par: 1000 points
  • par + 1 500 points
  • par + 2 250 points
  • par + 3 or more 0 points

For time bonuses, maybe go with a 3 minute round timer and maybe add 10 - 20 points per second remaining on the clock (no bonus for finishing first unless playtesting makes it feel like it needs one).

Related to #23

@thegsm
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thegsm commented Mar 3, 2014

I would suggest to leave it more open at this stage. There may be more than 1 gameplay type. For example, there may be time based courses or challenges.
I would imagine it like this (apologies this may hint code design, but it's part of my thinking): In the most general form you have a game management object that manages events. You also have several rules that can be associated with the specific game (these rules can be selected in the beginning of the game, including netplay). Some of the rule-sets can be a predefined type or even something customized.
Upon the events the score is calculated based on the specific rule type.

This will not tie us in to a specific type of game and may allow us to experiment with different types of gameplays and even offer a more compelling experience.

@Cheeseness
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This will not tie us in to a specific type of game and may allow us to experiment with different types of gameplays and even offer a more compelling experience.

Oh, for sure. It has always been my expectation that we'd move in that direction.

What I've put forward are some initial thoughts on what we may want to get up and happening to experiment with end-to-end gameplay (we need some of this in place to be able to properly start to tune our other gameplay components). I would like to hope that anybody working on this would be trying to make any implementation extendable for multiple/different configurations.

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