Some final game mechanics

John Canace
IMM at TCNJ Senior Showcase 2018
2 min readApr 10, 2018

Over the past week I accomplished creating important gameplay mechanics.

I finished creating the restart game mechanic that involves the player on pressing the restart button on the Game Over panel.

I made some revisions to my user object spawning code file that allows multiple spawn locations to be present on the map during run time.

User objects being spawned in more than one area

I created a text box that informs the player of the distance between the user object and a server room in the amount of milliseconds that it takes for the user to get a response after he/she sends a request to that particular server room.

Visual representation of the text box

This text box appears when the player has selected a user object and has their mouse hovering over any server room.

These last two mechanics will need to be implemented to complete my game.

Implement a scoring system that rewards players for putting users into server rooms that are nearby their home country. For example, User A is a native to Mexico and has access to two server rooms in America and Africa. If the player puts User A into the American server room then the player will get 50 points but if the player puts User A into the African server room then the player will get 30 points. Creating a scoring system with this ruling will illustrate the struggle that matchmaking algorithms have towards preventing their users from experiencing game breaking delays or latency.

Implement a mechanic that expels users from a server room onto the world map whenever a server room has not been filled in a certain amount of time. Creating this mechanic will make the experience of putting players into server rooms more demanding and challenging.

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