I have some code I am 'brainstorming' with, but I know the logic is flawed (it would not properly recognize if a player continued a combo, for example). I do not want these multipliers to be cumulative if the player moves on to a different combo type or breaks the combo all together. I want these multipliers to be cumulative if the player maintains the same type of combo (ie if the player kills 5 objects consecutively that are the same size, the player earns normal points for the first kill, 1.25x points for the second, 1.25x1.25x points for the third, etc). Killing an object of sequential size (either one size bigger or one size smaller) relative to the previously killed object earns the player a 1.5x multiplier. Killing an object of the same size that you killed previously earns the player a 1.25 multiplier. But don’t be fooled into thinking it’s just another good-looking shmup with a lively soundtrack: beneath its obvious aesthetic appeal is an extremely. I want to reward the following behaviors with score multipliers: Resogun is a simple game in many respects. The patch introduces local co-op to the game, with scores, multipliers, lives and items shared between. You will need to play them in order the first time because each level is only unlocked after the previous one is finished, but you do not have to do them all in one sitting. PlayStation 4 launch title Resogun has been updated today with a helping of extra content. I have 5 different types of objects spawning on screen at any given time, the only difference in these objects is their size. To earn this trophy, all you need to do is finish them all with any ship and on any difficulty level. I am trying to make a score multiplier system that works as follows:
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