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Difficult Scoring Question - Skill Game
Hey all,
I've been having a real tough time trying to implement a scoring system in my new skill game. It's a pretty straight forward game, there are 4 sections on the track, 3 of them deal with trying to get the furthest 'distance' and the first one is based on the number of flips you do.
I want each player to be able to finish the track completely, and not simply end it on a crash. This will allow for what I think is the fairest scoring scheme.
Here is what I am trying to do first:
Count the number of flips, but reset the most recent 'jump' worth of flips if the player crashes.
If the player does 3 flips on a jump but crashes on it, I want the score to go back down to zero. This prevents players from just repeatedly doing lots of flips and resetting before they land for a high score.
Here's how I am trying to do it so far:
Flip counter than increments every time a flip is done (Set Value event, etc.)
Area Trigger on the jump, when this trigger is hit by the player, the current value of the flip counter is stored in a Variable Data Source (Call this Source A).
A second Variable Data Source (Call this Source B) will take the value of the flip counter and subtract from it the value of the Source A.
We now know how many flips were done just before the jump, and how many were done during the jump.
Based on a reset, the flip counter would restore the value from Source A, negating any flips done that resulted in a crash or a reset.
If the next checkpoint (Jump) is reached, then the value in Source B will be added to the score.
So If you have executed 7 flips and are about to hit a jump,
[Source A] = 7
You execute 4 flips in that jump
[Source B] = 4
If you crash - Score = Source A
If you don't - Score = Source A + Source B
The problem is, I am having an extremely hard time figuring out how to trigger the score system, also how to detect if a player reset.
My last resort is to simply use the faults counter as the primary score, that way anyone who abuses it will end up at the bottom of the list.
Any ideas would be appreciated.
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Re: Difficult Scoring Question - Skill Game
Answering my own question here sort of, but it's too late, thought it might be useful if someone stumbles upon this thread.
The fault counter can be located in the "Game Variable Data Source" as one of the variations.
This way if you need to you can adjust the faults in the game.
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Re: Difficult Scoring Question - Skill Game
If you want I can explain how I got my scoring on the triple jump working with the adding up. You might notice that if you crash it doesent add on last jump distance.
monsta bonza
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Member
Re: Difficult Scoring Question - Skill Game
if you still need help on this, i could whip up a pretty simple scoring mechanic for you game.
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Re: Difficult Scoring Question - Skill Game
Thanks guys, the scoring mechanic isn't the thing I am worried about. My Skill game 'BMX Skills Comp' has a pretty complicated scoring schematic that works flawlessly, adds scores from 4 completely separate 'obstacles' in the track, and on the Nose Manual obstacle, it makes sure not to count any distance that the rider has traveled until the exact moment their front tire hits the obstacle, at that time it will calculate the distance based on where the front tire hit the obstacle and not where the obstacle/ramp started. That part I have covered pretty well.
What I was trying to do was not credit a fault on the rider when I use the 'Reset driver to checkpoint' feature. I did not know that you could simply view the faults counter in the game, so I was trying to set up a complicated scheme of adding the 'crashes' indicator with some area triggers that identified if the rider has reset at a checkpoint more than once for the 'faults' portion. This became tedious as I needed area triggers at every single checkpoint to detect if the rider had reset using the B button.
I probably shouldn't have even dug this thread up, or even bothered with this reply! I just wanted to let people know that you can in fact have a data source that shows the amount of faults a rider has.