Rolling for XP and Nav Log Updates
First we did a lot of working moving to Tauri for development which allows us to make an executable of the game playable on desktop. Boring work, from the perspective of players, but great news as we needed to do that before doing anything related to steam and is incredible progress. That took up the majority of the first week of development besides the many bug fixes we found from the previous release.
Zed Experience rolling.
The UI element in the bottom left is turned on and working again. You gain XP when completing a stage, but there is some randomness and variance. The game rolls a random 32 bit integer (A number between 4,294,967,295 and 1) for every point in your score. The smallest roll you make determines the amount of XP you get. You can see this represented in binary next to the plinko coins. Phase 1: Your score adds up including the Total score from the run Phase 2: The score rolls down, as it rolls it updates the lowest random number you have rolled. And as you reach new smaller number the right side that number is formatted in binary. The more '0's in front the smaller the number is. Phase 3: As plinko disks reach the bottom of the left side roller, the XP you earn counts up and it highlights a zero with green. Phase 3: The experience is added to your total XP and the progress bar is updated. We hope this system is more fun as sometimes you can get really lucky and get a lot more experience. We also track the smallest number you have rolled internally as fun metric. Even though there is randomness the law of large numbers shows that overtime the XP you get is predictable and and rewards players who get higher scores.
The XP bar
The XP bar has a combination traditional XP bar and a binary progress bar below it. The above gives you perspective of how close you are to leveling up. The bottom bar is more fun and always show some action when gaining experience. This is more important as the levels get higher and you may go a few stages before you see any motion in the standard bar. For the technical among you, the display shows a binary representation of your XP progress in Little Endian format (The smallest unit is the first digit). This means that even if the XP required to level is very large each time you add to it you will see a lot of action with the bar. Any zeros on the right hand side are left blank to help show the bar growing across the bar. First the Binary XP bar grows to the end (1/2 to the level) and then fills out with full squares until you gain the next level.
Triangle Numbers
Each Plinko disk gives you +1, then +2, then +3, +4 etc amounts of XP. Following the formation of triangle numbers. For example, when you have 5 zeros you get the fifth triangle number of experience-- or 15 XP. At 15 disks you get 120 Experience. As you gain more disks you gain even more XP, so get excited as you roll those numbers!
Updates to the Nav Log
I updated the nav log on the left of the screen with some effects and now make it navigable during the extract scene. The formatting is uniform for all Ranks and I added a selection arrow to help the player see where they are currently. We also added the Total Score to the bottom of the nav log and slide in and out the rolling text as needed.
Up and down arrow keys navigate to the different stage details.
Updates to the Player Compendium
- With the clean up of the nav log I will be able to use it for navigating the player compendium. I added a proof of concept with the different sections shown on the left and the main content shown in the middle. This gives us a lot more room to show all of the stages their progress in each section. We track:
- No bonk stages
- Full Combo Stages
- S ranks (Future)
Overall we updated much of the left hand side of the spaceboi! Note the text in the green nav log screen will be moved to the pixel font in the future.
Combo Practice Stage
I added in the combo practice stage to default unlock for the demo. Navigate here to play a training stage designed to help you learn to maintain your combo. In the full game this is something you will find and unlock, but I wanted the players to have somewhere to practice now, as where you unlock this stage is further along in the game then the demo provides.
Coins!
Coins half each time you bonk into your self or a wall. Now we added an incrementing cost each time you redo a stage. "-1 Coin", then "- 2 Coins", etc... When you reach a new stage this cost is reset back to -1 coin.
You may have noticed it already but we added a tempory UI element to help understand how many bonks you have left. This shows I can bonk 6 times before game overing. For the astute among you you may also notice this is a binary number with each block showing how many powers of 2 your number has left.
This is the starting number of coins, 32. And this is what it looks like when I have 33 coins.
If I bonk twice I'll be reduced to 8 coins.
The location of this information is place holder as we proof halving coins as a concept. Once we are confident in this direction we'll find some other location for it. Let us know your feedback on if this extra information is helpful for you as you play.
- Helpful arrow to hint how to turn on the spaceboi
- Fixed bugs resulting from upgrading to a newer version of Phaser 3.90
- The inventory is hidden correctly at start up
- Bunch of stage fixes
- Fixed Atom sprite scaling in the codex
- Added replay functionality to the stage codex. If you hit space on a stage it will replay the score screen from that stage
- Demo rank 1% increased to 1,500,000 to reach
- Added path icons to the path medals to give each medal individual personality
- "No" option is added back into the Extract Confirm menu
- Circuit board updates in the Path Tracker
Portal Snake (Demo)
Classic Snake reimagined as an Action Adventure Arcade Game
Status | In development |
Authors | 50PIXELS, LegrandJames, Holdenian |
Tags | Action-Adventure, Arcade, High Score |
Languages | English |
Accessibility | Interactive tutorial |
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