A suite of stunt game modes #235
Labels
chunky boi
It might sound simple but it's a deceptively large piece of work
enhancement
New feature or request
feedback wanted
Extra attention is needed
Milestone
Game Modes
• Score Attack - simple 2 minute tony hawks style how-much-score-can-ya-get
• Hoon Attack - infinite time, how big is your biggest combo?
• Score Trial - Take the score mechanics and apply to Time Trial maps but boost is tied to stunts, no recharge
• Zen Trial - No boost at all
Stunt logical mechanics
• Much like tony hawk et al., the mechanic is a combination of base score clocked up multiplied by combos for diversity. After some amount of time where no score is clocked up, the combo completes and is added to your total. If the ship collides with geometry, the running score is discarded.
• Distance to geometry inversely increases score - this can be used to chain combos by being daring.
• Additionally, on terrain worlds only, distance to the GROUND also awards score - this is because generally the ground is much, much more dangerous than walls / canyons. Ideally we score the two independently such that a 90 degree arc about the bottom of the craft, fixed to the world axis, is used to detect the ground while the remaining 270 is used to detect regular geometry. In theory, you can be getting both at once by being in a very precarious position in a narrow canyon close to the ground.
• In all cases, score awarded is applied as a multiplier of normalized speed (speed / max speed). Essentially, you can't just slowly move around the map you have to fly like a fucking nutter.
Combo-bumping Stunts
• Measure the orientation of the craft in all three directions - when it reverses on any frame to frame, it gets reset.
• If it makes it in a full 360 loop within some time limit (e.g. 2 or 3 seconds?) that's a combo multiplier and some amount of score.
• Repeated spins in the same direction GREATLY increases score but does not contribute to combo unless broken up by some other combo-stunt.
• Amount of base score awarded is different per-axis - roll is lowest, then pitch then yaw.
• Near-misses while boosting over half your max speed (to prevent vel lim abuse) should award points and combo - that is, briefly coming into very close proximity with geometry.
• Maybe award backflips? That is, any rapid deceleration and acceleration in the opposite axis under boost
• Maybe award combined axis flips with some extra bonus for being completely insane, idk
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