Wip : adventure mode

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Renan LE CARO 2025-03-26 14:04:54 +01:00
parent 395968bc52
commit 6cf8fabf16
14 changed files with 457 additions and 114 deletions

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