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Wip : adventure mode
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Readme.md
88
Readme.md
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@ -13,6 +13,51 @@ Break colourful bricks, catch bouncing coins and select powerful upgrades !
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- [GitLab](https://gitlab.com/lecarore/breakout71)
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- [HackerNews thread](https://news.ycombinator.com/item?id=43183131)
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# Todo
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- bring back detailed help of perks as "intel"
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- people assume unbounded allows for wrap around
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- coin magnet and viscosity : only one level ~2.5
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- Boost Ascetism : give +2 or even +3 combo per brick destroyed
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- wind : move coins based on puck movement not position
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- show -N points in red when combo resets
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- reach : this is too punishing now, maybe only reset if you hit the lowest populate row of the level, if it's not a full width row
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- respawn: N% of bricks respawn after N seconds
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# Premium: infinite mode
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Allow players to loop the game, adding one hasard per loop, making it harder and harder to exploit each strategy.
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The high score are separated from the main mode. The scores are added for unlock. You no longer get upgrades after the first 7 levels.
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The score you make in each level is instead multiplied by the number of "upgrades" and "choices" you would have had.
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The score is your "fuel", and lets you pick the next level from a list. Each level has a cost, preview, and one or two downgrades.
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Each downgrade acts as a score multiplier.
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Your goal is no longer to score higher, but to go farther
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# Challenges
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Possible challenges :
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- Add negative coins that make the coin magnet less usage
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- add negative bricks that clear coins and reset combo
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- add a brick eating enemy that forces you to play fast
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- add a force field for 10s that negates hots start
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- other perks can be randomly turned off
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- ball keeps accelerating until unplayable
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- graphical effects like trail, contrast, blur to make it harder to see what's going on
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- ball creates a draft behind itself that blows coins in odd patterns
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- bricks are invisible
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- add red anti-coins that apply downgrades
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- destroy your combo
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- hurt your score
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- behave like heavier coins.
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- deactivate a perk for this level
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- reduce your number of coins
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- destroy all coins on screen
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- lowers your combo
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- reduce your choice for your next perk
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# System requirements
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@ -21,16 +66,6 @@ It's very lean and does not take much storage space (Roughly 0.1MB).
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If the app stutters, turn on "fast mode" in the settings to render a simplified view that should be faster.
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There's also an easy mode for kids (slower ball).
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# Todo
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- people assume unbounded allows for wrap around
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- popups not scrollable sometimes
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- fdroid build
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- coin magnet and viscosity : only one level ~2.5
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- Boost Ascetism : give +2 or even +3 combo per brick destroyed
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- wind : move coins based on puck movement not position
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- show -N points in red when combo resets
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- reach : this is too punishing now, maybe only reset if you hit the lowest populate row of the level, if it's not a full width row
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- respawn: N% of bricks respawn after N seconds
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# UX
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@ -166,39 +201,6 @@ There's also an easy mode for kids (slower ball).
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- on mobile, relative movement of the touch would be amplified and added to the puck
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- option : don't pause on mobile when lifting finger
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# Premium: infinite mode
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Allow players to loop the game, adding one hasard per loop, making it harder and harder to exploit each strategy.
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The high score are separated from the main mode. The scores are added for unlock. You no longer get upgrades after the first 7 levels.
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The score you make in each level is instead multiplied by the number of "upgrades" and "choices" you would have had.
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The score is your "fuel", and lets you pick the next level from a list. Each level has a cost, preview, and one or two downgrades.
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Each downgrade acts as a score multiplier.
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Your goal is no longer to score higher, but to go farther
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# Challenges
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Possible challenges :
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- Add negative coins that make the coin magnet less usage
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- add negative bricks that clear coins and reset combo
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- add a brick eating enemy that forces you to play fast
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- add a force field for 10s that negates hots start
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- other perks can be randomly turned off
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- ball keeps accelerating until unplayable
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- graphical effects like trail, contrast, blur to make it harder to see what's going on
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- ball creates a draft behind itself that blows coins in odd patterns
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- bricks are invisible
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- add red anti-coins that apply downgrades
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- destroy your combo
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- hurt your score
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- behave like heavier coins.
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- deactivate a perk for this level
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- reduce your number of coins
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- destroy all coins on screen
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- lowers your combo
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- reduce your choice for your next perk
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# extend re-playability
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- hard mode : bricks take many hits, perks more rare, missing clears level score, missing coins deducts score..
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