Crafting a Dynamic Scoring System
Author: Daniel Ben Zvi
Date: 12/01/2023 EST
Blog Entry Part 1: The Week's Focus
This week, my journey in game development didn't present any formidable challenges, but it was a week of refining and enhancing the gaming experience through a dynamic scoring system. The spotlight was on adding intricacies to the scoring mechanism, from the fundamental scoring of base enemies to more sophisticated elements tied to killing streaks.
Blog Entry Part 2: Refining the Base Score
One of the focal points was the introduction of a headshot collision detection system for enemies. This addition not only brought a layer of realism to combat interactions but also introduced a rewarding scoring system for players who aim for precision in their attacks. The base enemy blueprint played a central role in accommodating this feature, ensuring that scoring reflects the skill and accuracy of the player.
Blog Entry Part 3: Unveiling the Killing Streak Bonus
Beyond the standard scoring components, my efforts extended to the creation of a dynamic scoring adjustment tied to killing streaks. The Game Instance blueprint became the canvas for implementing this feature, allowing for an evolving and nuanced scoring system. Now, players can experience the thrill of not just defeating enemies but doing so in a consecutive and impressive manner, unlocking bonuses and adding a layer of strategy to the gameplay.
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Cyber Siege
Third-to-First person Castle Defense game
Status | In development |
Author | TheCodeCollective |
Tags | 3D, First-Person, Futuristic, Robots, Singleplayer, Third-Person Shooter, Tower Defense, Unreal Engine |
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