Day 5


Today is a slow day. I squashed some bugs and implemented a scoring system. 


The score is dependant on two parameters: time spent in the level and remaining life. I made it so precision is more valuable than speed, so life has more importance than time. I clamped life to be positive and time to be over a percentage, I don't' want to punish slow players too much. The code looks like this: 

public static float GetScore(float time, float maxTime, float life)
{
    float timeRemap = Mathf.Clamp(Maths.Remap(0, maxTime, 0, 100, Mathf.Clamp(time, 0, maxTime)), 30f, 100f)
    float lifeRemap = Mathf.Clamp(life, 1f, 100f);
    return ((timeRemap * lifeRemap) / 100);
}

I wanted to make it logarithmic but I had a busy day and it takes time to write such a formula.  

Next up

I want to make gravity more snappy and make the graphics more readable.

If I have some time left on day 7 I want to add another mechanic and some more levels with a real ending.

Files

RFU 0.1e.zip 22 MB
Dec 04, 2020

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