🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Scoring System Design

Published December 14, 2017 Imported
Advertisement

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

2 likes 0 comments

Comments

Nobody has left a comment. You can be the first!
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement