Comments (8)
I've got an initial idea for how to implement power-ups in this commit.
from vexation.
from vexation.
New idea for when power-ups are awarded:
Each player has a "power bar" which increases and decreases based on the following events:
Event | Power Bar Points |
---|---|
Player marble moves into a new quadrant | + 1 |
Player marble moves onto a new home space | + 1 |
Player captures opponent marble | + 5 |
Player lands on the center space | + 5 |
Player has 3 consecutive empty dice rolls | + 5 |
Player marble is captured by opponent | - 7 |
Player uses a power-up | - 10 |
A power-up is awarded at every 10 points earned. A player can earn up-to 30 points total. A power-up can be revoked without using it if the points drop (from being captured) below a 10-point threshold (i.e. 10, 20, or 30).
I think this will be a more exciting way to get power-ups because you can see your progress towards them and it takes more effort than just landing on a special space.
Note: I'm sure the points-per-event will have to be tweaked a bit.
from vexation.
from vexation.
Little update to the power-bar idea (also updated in the first comment): Every space a marble moves earns points such that moving a marble from BASE to just in front of HOME (48 spaces) earns a power up (or 10 points). That means every space earns 10 / 48 (~0.2083) points. The center space and all HOME spaces earn double that. Captures earn the captor 3 points and deduct 3 points from the captive.
Also realized that since players have been able to skip their turn for a while now, the Deflect Capture power up doesn't make sense - if you have a move that lands on an opponent which is currently deflection captures, then you would just not make that move...
from vexation.
from vexation.
680f379 - roll again
d83b64f - double dice
353f743 - self jump
b01915b - home run
ee23a3c - evade capture
c60dff5 - capture nearest
from vexation.
Oh my god it's actually starting to come together...
from vexation.
Related Issues (20)
- The pace is slow sometimes - it can be hard to roll a 1 HOT 1
- Issue with Bevy "dynamic" feature on Windows HOT 1
- Consider consolidating resources
- Implement main menu UI
- Add other modes
- Highlight dice for a particular move
- Dim the die that has already been used HOT 1
- Reorganize....again
- BUG - possible moves can be missing
- Update screenshots
- Change game play flow (to allow for power-ups) HOT 1
- Add a pause menu
- Update to Bevy 0.8 HOT 1
- Consider consolidating game state transitions
- Update README for Git LFS HOT 1
- Change Evade Capture icon to a sheild
- Allow a move by clicking a dice
- Add new computer player strategies
- Show countdown for long power-ups
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from vexation.