User:Dismissed/Corydoras
Puzzle Codename: Corydoras
Contact | |
Username: | Dismissed |
Additional contact info: | hephistocles@gmail.com |
Project forum thread: | None yet =P |
Game concept
A foraging proposal based on snooker/pool and, more loosely, Boomshine.
Objective
To clear as many fruit from the board as possible. On this prototype, a certain amount of fruit needs to be cleared from the board in order to move onto the next one.
Gameplay
The game starts with a number of small green balls on the screen, and a larger, also green "bomb" ball. The green bomb can be moved with the mouse, and blown up by clicking. Any fruit caught in the blast radius will change colour (to blue) and start moving away from the epicentre. If a moving fruit hits a stationary fruit, the static fruit will be pushed into motion. Moving fruit will bounce around the screen until they run out of energy, after which they will stop and disappear.
Red bombs are sometimes on the screen, if a fruit collides with a red bomb, it is blasted in a new direction away from the epicentre of the explosion, along with any other fruit that may have been in the area. When all moving fruit have disappeared, the score is tallied. In the real game, a labour hour would have been used, and the load foraged would be calculated based on score. Come to think of it though, maybe various fruit should be available in the game, and the fruit cleared would be the same ones hauled?
The longer one spends foraging, the emptier the foraging spot would become. Both making it harder to clear anything (as the space between fruit is greater) and making fewer fruit to forage as a whole.
Scoring
Currently, it's one point for every fruit cleared, with scoring stopping immediately as soon as enough fruit are cleared to pass the level. 5 points are added for every restart. In this way a lower score is better once all the levels have been cleared, seeing as that means fewer restarts. I believe this makes the perfect score 70. Above 70 means that some fruit were cleared on a failed attempt. Below 70 means that not all levels have been cleared.
Of course, this scoring only applies to this demo. In the real game an adequate scoring system might be x bananas cleared = 1 banana hauled or x fruit cleared = y points = 1 banana hauled
Variability
Because the fruit spawn in random locations, the game has to be different each time. Eventually different kinds of fruit will appear in different amounts, along with various obstacles, which should increase variability.
End criteria
All fruit are either still static or have been cleared.
Difficulty scaling
The fewer the fruit on the board, or the higher the percentage of fruit required to be cleared, the harder the game. In the demo the levels get harder by decreasing the amount of fruit, and the percentage is varied to try to make the level progression smoother.
Crafting type
Probably Foraging
Known problems
This is hardly an inherently multiplayer game, as I believe foraging was intended to be. Scores can be combined in smoe way to allow for multiplayer gaming, but, the gameplay itself does not lend itself to multiplayer.
Notes
A protoype (Windows .exe) is available to download here
Images