To make addictive a game, a clever scoring mechanism is needed. In battleship like games, usually the successfully won matches count is used. In some cases, the proportion between won/lost matches count is used.

My goal is to  implement something sophisticated. Instead simply counting won/lost matches, we could add a score which depends on how the game went. We can win like a sir, with almost all ships healthy, and all bombs available, or winning can result after pure luck. There are differences … How to catch that?

Which factors should be used and how? In the game, there are already some aspects which could be scored. For example: the users can highlight bombs on positions where they consider, there could be a ship (Yep, of course users which have a little experience, and they have formed the “filter view”, which I mentioned in my earlier post). So let’s take factors which we can use:

  • Highlighted positions: the ships can be located on 24 cells (from 100). If the user highlight correctly all of them – maximum score
  • Used turns: if the user wins the game using fewer turns we could give higher score
  • Remaining bombs: It’s matter, how many bombs could use the user, when the game ends. Maximum value here is 10
  • Thinking time: If the user consume less time in thinking we could add higher score
  • How efficient is the user: how many bombs are on board. Considering we have 100 cells it matters if the user could identify ships using less shots, or the board is almost filled with bombs to locate ships.

Because a few factors are relative, an optimal balancing is needed to get the winner combination. What is your opinion? Which factor is the most important, and how they should combined? What is your opinion?

Categories: iPad, iPhone, Scoring | Leave a comment

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