Re: [tuxracer-devel] Course precisions
Status: Beta
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From: Jules B. <jm...@he...> - 2000-04-12 10:13:20
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On Tue, Apr 11, 2000 at 10:11:23PM -0500, Steve Baker wrote: > The thing TuxRacer *urgently* needs IMHO is a goal to beat - something > as simple as a 'par' time stored in the level's config file with code > to prevent you choosing level 'N' until you've beaten the par time for > level N-1. That would be enough to make the program cross the boundary > from 'cool demo' to 'playable game'. *nods* I've been thinking about scoring, too. Here's some vague ideas: Have a 'par' time, as Steve says. Score 1000 points for completing the level 'on par'. Otherwise, score 1000*[par/actual time], so 'half par' (which probably shouldn't be possible) gives 2000 points. Alternatively, square or cube the [] portion to give slightly more reward for speed. Then, the bonus points. It's not clear to me all the things we'd want, but some ideas: 100 points for finishing the level in the air ('cos it looks cool) Points for *long* periods of being airborn - perhaps for each period of being airborn for longer than 0.5 seconds. 100? points for never using the paddle key Other bonuses might have to wait until we have 'special trick' keys. Then we could have two high-score tables per track - a pure speed one, and a points one. Personally, I'm not too bothered about needing to 'finish' one track before going on to the next, although perhaps this should be at the course designer's option --- so some tracks are grouped into sequences, and some aren't. Comments? Jules -- Jules Bean | Any sufficiently advanced jules@{debian.org,jellybean.co.uk} | technology is indistinguishable jm...@he... | from a perl script |