Scoring system visuals


So I was thinking about how the current new score system allowed you, the player, to quite easily get high scores if you learned where the "link buffer" is. What I mean by this is that out of the stored combo buffers, one of them is a link buffer. If you make your combos line up with the link buffer, you'll get a positive multipler.
I'm unsure if this is a good thing long term but I like how much more complexitiy this added which in turn, made the game more fun I found (again, i'm just a mere programmer and not a designer lol).
Bottomline is that let's say that you have 8 stored combos buffers and you practice 7 combos. If you do your first 7 combos and then do the Nth combo that is currently in the link buffer as your next input, you'll just be able to repeat the same turn of events forever and make the highest amount of score possible. So 64 bits worth of score.

That's pretty lame, so I thought about randomizing the link buffer. The problem is that it removes skill or so I think from the game and just becomes a luck based game where you end up hoping your next combo lines up with the link buffer. Honestly, this system is WAAAAYYYY more lame than the aforementioned one imo so I thought about something else.

The current idea is that you still do the randomization but give some visual indicator which will tell the player what buffer slot is currently the link buffer. This also means that you can randomize the buffer N times so long as there's still time in the current session.

Now for what to use as a visual indicator is where i'm at right now.  My original idea was and still might be to just display what combos are in the N buffers on screen but I have found that this creates a TON of "visual noise" of which I dislike due to playing some MMOs in the past.
The other idea I had was to just have some flash or noise or something visual that's subtle to the first timer, but if you pay attention and "hopefully guess right", you will eventually find out what flash or what what the current noise means with regards to the combo buffer and what one became the link buffer.

I'll be tagging this as a design discussion post but am unsure if I have provided enough "content" in terms of length or not for those types of discussions. If this isn't enough content, please tell me so I can tag this as some other post.

Thank you for reading and have a wonderful day!

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wew update time (would make a large post but this is small)

Soooooooo I figured out something that is quite promising for how the combos should be displayed to the player.

Bottomline is that it took a couple iterations of just trying shit to see what worked the best and i've arrived at the good one (for now I guess lol but this one is legit soooooooo goooooooddddd)

Anyways, have an awesome day person who reads this!