ADayInIT Scoring

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Scoring can be a bit of a brain fry, at least to me. In concept it is simple: "Do Something, Get Something." Actually coding it.. not so much.
The first consideration is that player saving along the way your choices are string, int and bool. Int seems to be the logical choice because you can use math to increment using ++, decrease using --, etc. There is also the thought of conversions using delimited strings with something like 5,10,20 where the string is split and each split based on level or challenge is then converted to an integer and used for calculations. This should hold true for levels as well. In theory, each level should contain a list of challenges. Once those challenges are completed you can move on to the next level. I am jotting this down here as I come up with the gameplay for the "ADayInIT Game" and will update with solutions or changes as I work through them. The image above is the very first challenge of the game. Setting the scene: The beginning of ADayInIT starts you in your house, slowly waking up from a hard night's sleep. Hungover? Not sure but it is time to wake up and begin your day. As the haze clears from your eyes (Camera Overlay) your alarm clock is doing its thing. The first game challenge: This is a challenge as well as a training event. Using your controller to "grip" the alarm clock (distancegrab) to turn off the alarm! Woohoo, the first game challenge has been completed. Followed by "UserScore++" and saved to user settings. Now, this may not seem like much to some, but for me it is my first start to finish challenge completion and will be used over and over throughout the game. The next time the game opens, if UserScore > 0 then turn the alarm off. Considerations: "One and Done" - Can the challenge only be completed once? You don't want to keep incrementing score on a challenge or they will just keep repeating the challenge simply to increase score. Numerically how do you determine it has been completed. "Order" - Can the challenge be done at any time or does another challenge need to be completed before this one. "Reset" - There needs to be the ability to reset either back to a certain point or minimally "start over". Repeating levels to improve score on that level can be an option. "Difficulty" - Based on the players experience you offer them different levels of difficulty. This can be shorter times to accomplish, increased number of things to accomplish, etc. "Timing" - Does the challenge need to be done in a specific timeframe. "Helps" - If a player is having difficulty should you add some help or hints along the way and how do you determine they are having problems. "Training" - Most games offer a training period in the beginning with the ability to go back and train some more. This makes sense because it gives them the opportunity to try out the gameplay, movement and controls prior to playing for points. "Online/Offline" - Should the game have both options? Offline Game Play - certain limits the capabilities and all must be coded into the game from the beginning or the ability to download add-ons. Online Game Play - almost lends to an infinite supply of challenges and options. Hybrid Game Play - I guess the best of both worlds. This option extends the offline game play if the user so chooses but not necessary. This does not even begin the journey of online purchases or other monetary gains which would be nice for the effort.