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Health pickups #219

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cxong opened this issue Feb 12, 2014 · 1 comment
Closed

Health pickups #219

cxong opened this issue Feb 12, 2014 · 1 comment
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cxong commented Feb 12, 2014

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@cxong cxong added this to the 0.5.5 milestone Feb 12, 2014
@cxong cxong added the feature label Feb 12, 2014
@cxong cxong mentioned this issue Feb 12, 2014
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cxong commented Mar 17, 2014

The feature itself is just part of restoring Cyberdogs gameplay, but it is an interesting design change. Done well, the health pickups encourage the player to keep moving, and discourages being overly cautious, improving the pace of the game.

A few ideas to implement this well:

  • Based on a timer, randomly spawn new pickups in unexplored (or failing that, out-of-sight) areas on the map if the total number of pickups falls below a threshold X, where X scales based on map total tiles (careful: not the same as width * height!)
  • Don't spawn pickups too close to each other (perhaps this is enough to guarantee an upper limit?)
  • Scale up rate of spawning based on damage taken
  • Scale down rate of spawning over time

cxong added a commit that referenced this issue Mar 17, 2014
Fix explored % for maps with nothing tiles
Use centered new pic by default
Fix infinite loop when placing enemies on tiny map
Fix crash when placing items outside map bounds
cxong added a commit that referenced this issue Mar 17, 2014
Fix health pickup timer logic (#219)
@cxong cxong closed this as completed in 978f2d9 Mar 17, 2014
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