MEGA MAN: THE VALUE OF POINTS

Posts

Pages: 1
They did them once, then never again after the original Mega Man. (that is, until Powered Up came along, which they only brought back the point system for nostalgia reasons)
But for my upcoming Mega Man fangame: Revenge of the Fallen (don't laugh, I had the title in place long before the movie was ever wrongfully conceived) I have a point system in place currently. It is internal, you can't see it, but it is established and functional. At the end of production, we'll make it visible so players can see their score. You earn anywhere between 100-1000 points based on enemy point value when destroyed. You get 5000 from bosses. You lose 1000 for every death. You lose all points if you lose all lives.
Two things:
Would this point system be worthwhile for players not just for bragging rights, but for every 10,000 points, they get an extra life? (and only once per milestone, you can't get 10,000, die to get under and get 10,000 again for another life, you have to go for 20,000 to get that second life earning) Now obviously, if you lose all lives and thus, all your score, the 10,000 increment milestones would be reinstated for another round of extra lives.
Secondly, would it be worth the player's time to go out of their way to snag point power-ups (in addition to health and weapon energy power-ups) scattered throughout the levels increasing points from anywhere 100-300 per power-up?

What are your thoughts on this minor, yet potentially interesting game mechanic in the MM gameplay?
I don't see why not, especially if there are benefits. I would certainly like the extra lives thing to be in there; it might even give players incentive to make sure they play a little better than they normally do.

Also, maybe another power-up item could be obtained with an even greater value of points. Perhaps 50000 or 100000 would land you a free E-Tank? Just brainstorming.
If the score is never going to be displayed publically, there's absolutely no reason for it. Unless your target audience is the vain type of person who invites his friends over to show them his score in single player games.
But for the practical purpose of gaining lives, you should display it so people have an idea of where they stand.
Also, 100-300 points is a drop in the bucket. They should be dropping from enemies. 1000 point powerups should be what's scattered throughout levels.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Between enemies and powerups, whichever one is less common should be worth more points, I guess. If you have five powerups for every enemy, like coins in a Mario game, then your powerups should be pretty trivial. If you have only a few powerups per level, then they should be worth quite a bit more than you have them priced at right now.

Beyond that, I guess the exact amounts just depend on how common you want extra lives to be. Many platformers make it easy to get as many lives as you want for very little effort, while others make them valuable commodities.

It's not like the idea is new or anything, so I don't really know what to say about it that you don't already know. There's no shortage of games that let you collect coins or rings or bananas to earn extra lives. I guess I feel like collecting powerups is a more interesting and meaningful game mechanic when they're actually rare than when you get a constant nonstop flow of them? But other people prefer easy games.
well, so far, the game is not easy by any stretch of the imagination and people will most likely be initially dying left and right until they get the 'hang' of each level. (like most MM games, its balls to the wall hard until you played it through 10-20 times, then its easy) but you are right, I will update it so there are only two power-up types, one 500 points, the other 1000 points. They will be sparsely scattered throughout the stages and some will take some doing to get to. But with the rate of death in this game, every 10,000 points for an extra life doesn't seem too unreasonable. Right?
As for extra e-tanks, our password system actually saves and records E-tanks acquired from levels, but not from temp sources like Eddie, etc. So any e-tanks you would get from point score would be temporary and not counted in the overall password record function.
The temporary E-tank is a good idea. It gives the player an advantage if he decides to start over and grind through the robot bosses instead of using yesterday's password.
Okay, here is my final score tallying:

10,000 points (at 10,000 intervals) = extra life (you only start back with 3 if you quit and continue later)
50,000 points (at 50,000 intervals) = energy tank (not saved by passwords)
999,999 points = 9 lives, 10 e-tanks, 5 w-tanks, 4 m-tanks! (Congrats to you for wasting your life getting this many points! lol)

You can only achieve each point milestone once. If you die, lost points and re-attain the same milestone, you get nothing the second, third, fourth, etc. time around. Now if you were to lose all your life or quit and continue later with 0 score, all milestones are reachable again.

Power-ups:
Red - 500 points
Blue - 1000 points
Gold - 5000 points (very rare and not in every level)

This way, there will be plenty of lives to go around for players who are having a tough time completing stages. Furthermore, this many extra chances means I can be a bit meaner with enemy placement/level design since lives are being handed out freely to those who do well destroying enemies. Thoughts?
Pages: 1