Doodad: Secret Exit Flag for Bonus Levels #66

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opened 2022-01-14 20:43:43 +00:00 by kirsle · 0 comments
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This would be an Exit Flag alternative that unlocks a secret level in the Level Pack.

Appearance: similar but distinct to the Exit Flag, maybe make it gold and sparkly.

Behavior: on one-off levels it acts the same as the Exit Flag, solving the level. In level packs it could unlock a secret bonus level.

Bonus levels: the levelpack index.json could have some storage to define which levels in the pack are bonus levels. Ideas:

  • Make it implicit: if the levelpack contains .level files which are NOT documented in the index.json, these are bonus levels by default ordered by their file names.
  • Explicit: the index.json has a section for bonus levels ordered how the creator intended.

The savegame JSON can mark whether a given level had been completed once by means of the Secret Exit. For each new Secret Exit found, an additional Bonus Level is unlocked. Replaying the level and reaching the Secret Exit again does not unlock a new bonus level but the player would replay the one that it did unlock.

The "Story Mode" UI screen would serialize Bonus Levels in-line with the level that first unlocked it, e.g. if the levelpack had 5 normal levels and 3 bonus levels the Story Mode initially shows only the 5 levels by default. If the 2nd level had a secret exit, it unlocks the 1st of the Bonus Levels, and the Story Mode would show the bonus level between the 2nd and 3rd level (marked specially on the front-end). Story Mode would remember where to insert bonus levels based on your savegame data: Level 2 would be marked as "secret exit used" and the UI would pull the next bonus level to insert directly after.

This would be an Exit Flag alternative that unlocks a secret level in the Level Pack. Appearance: similar but distinct to the Exit Flag, maybe make it gold and sparkly. Behavior: on one-off levels it acts the same as the Exit Flag, solving the level. In level packs it could unlock a secret bonus level. Bonus levels: the levelpack index.json could have some storage to define which levels in the pack are bonus levels. Ideas: * Make it implicit: if the levelpack contains .level files which are NOT documented in the index.json, these are bonus levels by default ordered by their file names. * Explicit: the index.json has a section for bonus levels ordered how the creator intended. The savegame JSON can mark whether a given level had been completed once by means of the Secret Exit. For each **new** Secret Exit found, an additional Bonus Level is unlocked. Replaying the level and reaching the Secret Exit again does not unlock a new bonus level but the player would replay the one that it did unlock. The "Story Mode" UI screen would serialize Bonus Levels in-line with the level that first unlocked it, e.g. if the levelpack had 5 normal levels and 3 bonus levels the Story Mode initially shows only the 5 levels by default. If the 2nd level had a secret exit, it unlocks the 1st of the Bonus Levels, and the Story Mode would show the bonus level between the 2nd and 3rd level (marked specially on the front-end). Story Mode would remember where to insert bonus levels based on your savegame data: Level 2 would be marked as "secret exit used" and the UI would pull the next bonus level to insert directly after.
kirsle added the
doodad
label 2022-01-14 20:43:43 +00:00
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Reference: SketchyMaze/doodle#66
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