Once again, I welcome you to a paint attack scoring system blog entry!
This time and this time only, we will cover the first of 4 game modes in Paint Attack and that, my friends, is a mode called CLASSIC.
Ok, classic mode is a pretty classic name for a classic mode and I will tell you, I wears its name quite well. Classic mode is the most frilless of the modes and is the most focused way to play Paint Attack. The rule is simple: clear the board in 25 moves and get the highest score.
Remember the basic? Good, because you will need to know that to benefit from this information. Have you watched the how to play? You better, or else CONFUSION CUE HERE :
Classic mode is the player’s introduction to the color clearing multiplier bonus (I love names that are mouthfuls… we might start calling that bonus the CCMB; might prove useful). The idea behind the CCMB (ha!) is to reward players that clear a color off the board early in the game. Actually, the earlier you clear a color from the game, the bigger the reward. The math goes like this:
It all starts with a 100 points flat rate bonus for clearing a color. This 100points is multiplied by the amount of moves left before the max amount allocated (25). Another, nerdier way to showcase this (with numbers and symbols) is like this :
100*(25-xx) = CCMB
Xx being your current move. So, let’s say you clear a color on your 15th move, it will look like this:
100*(25-15) = 1000
So, 1000 points for clearing a color on the 15th move. Pretty good!
The total score in Classic mode is the addition of this bonus with your blocks. Simple is honey pie! (mmmmmmmmmmmmm, honey).
Next up is time attack mode!
Stay in your painting gear!
Hello to all, time for the first in the series of Blogposts about the paint attack scoring system.
Naturally, the whole thing starts with some basics. The “how it all works” question answered.
Well, first, I would invite you to check the how to play video posted a little while back to get you up to speed. After that, you will be some kind of ready to think of all this math with a smile!
THE BASICS :
All mode types in Paint attack have one rule in common and this is the most important thing to know if you want to score BIG in Paint Attack :
The is the block turnouver scoring system in a nutshell : the more blocks you turn from one color to another in one move, the move points each individual block will be worth. If you only turn a few over, they might be worth as little as 5 or 10 points per block but, when you turn a whole bunch over at once, they might be worth something like 25 or even 30 points per block! So, turning a whole bunch of blocks over at once is a really good way to challenge the highest scores out there.
Players always get a bonus for clearing a color also but the rule behind that bonus changes from one mode to the next.
Stay tuned for score explanation for the first game mode : Classic!
This is it!
Paint attack goes live on the iTunes Appstore tomorrow!
lets see if we can reach rebatev critical mass on facebook!
friend matthieu Carl Rheaume on facebook for E3 news updates too
add, spread, enjoy!
I take a minute of your time to present to you Paint Attack! We Dream Games first release on the Istore and I admit, playing with scoring systems and online leaderboards has been fun!
A bit of insight on the backstory before showing it off, ok? Yeah ok.
What a ride this has been! This being the very first we dream game release, The story to be told stretches all the way back to the incubation days of our mighty studio (sic). We felt that our earlier games should be bite-sized enough for us to learn the ropes of our new-found beloved platform / market. The TO-DO list looked like this : concentrate on delivering fun, undeniably addictive puzzle experiences. So, we started development on 2 games on the same day, two puzzle games destined for things like, colors, combos and highscores. We thought we needed to get our hands dirty with Openfeint as soon as possible and needed to find awesome partners to build our “sometimes” really ambitious games. And so was birthed Paint attack! In an attempt to keep things simple enough and focus on an addictive, pocket-transit-type game, we took this piece of design on spun the dream weave around it.
The result is so much fun that testing and playing has been hard to distinguish. Erasing openfeint highscores has been met with a noticeable moment of hesitation every time and some of those now vanished scores I don’t expect to repeat anytime soon
I do expect some of you to be taken by the same hook sometime very soon. Now, we go to share some shots, videos and breakups of the scoring math (to give everyone as good of a chance as we got in house). Also, please visit the Paint Attack webpage under games for all the info related to this great title.
Here are a few screenshots for your tasting!
A gameplay video for your checking :
Stay tuned for score breakups and how-tos!
Paint the world with your dreams!
Here it is, the first real share coming from Paint attack that will shine some light on how things work in this game world! With this watch, you will be ready to get right into the game and start “petting des scores de fou!” (means “highscore like an ox on steroids”).
Here is it, enjoy the tease!
it’s official! Official Official!
For Ipod touch, Iphone and Ipad
releases on the Apple Appstore
On June 16th, 2010!
Tell your friends!
the game’s website got a little update a few days ago, a few screenshots and a trickle of information.
going to try and get the How to Play video finished tonight.
should have all of you up to speed within a day or two! check the facebook page and twitter for more information!
HI, I say, how have you been?
I’m been great! Thanks for asking.
Oh me, oh my! I feel tingly inside readying to say what I’m going to say. Ready to speak it. Real soon… going to say it, NOW : Paint Attack is FINISHED. 100%, gold! No way! I know!
To celebrate we are launching our first contest!
WE DREAM GAMES, PAINT ATTACK PRE-RELEASE CONTEST DETAILS :
Strap yourselves in, our first contest is one for major information spreading! We want to see We Dream Games take the web by storm! Lets get people listening by growing the twitter and facebook army!
So, here is the plan, you tell me what you think : We plan on releasing Paint attack at 2.99 in 2 weeks time. If we get a response to our contest callout, we will be releasing the game for much cheaper than we had expected to sell it.
If, we get 500 twitter followers before launch day, we will drop the price by 1.00$ (down to 1.99$)
If, we get 500 facebook followers before launch day, we will drop the price by 1.00$ (maybe all the way down to 0.99$, if we get both, right?)
Now, this rebate will last for one week after release. But wait, there’s more! If we continue to grow our follower count like this, we will extent the discount another week for each 500 members! So, if we get to 2000 twitter followers, we will keep the 1$ discount for 4 weeks; if we get 1000 twitter followers and 1000 facebook followers, we will keep the game at 0.99$ for 3 weeks. And so on
So, get to the sharing! If we do get to an impressively high number, you can expect more gifts to be gifted all around!
Keep your eyes on this website in the upcoming weeks, I have a LOT to say!
Got something like 10 posts written, ready to go. Art and music and design details, more contests, our first game 2.0 invitation and one wicked secret!
Set the web on fire!
Lets dream games!
President director and executive top-dog guy, head of all dream stuff man person
good greetings from the We Dream Games crew!
Happily I announce that no longer shall I face the oncoming bug army alone!
No, now people, like yourselves, have been brought into the fray to bring justice to the vile bug creatures that threaten our funloving gamelands! ok, enough epic talk. Indeed the end of these dev cycles are approaching very quickly and now friends, colleges, partner and welcome randoms from the interweb have made it into the WDG QA crew. Oh! and yes! you can do the same!
just send me an email at firstname.lastname@example.org and we can get to the talking!
and another thing : check pain attack’s unique product page. screenshots and promo material on it’s way!
keep up the good living!
After a good 2 months of relative silence, I’m back from the land of Computardesk to tell tales like no others. Much has been built and more has been discovered. Now, here are the highlights from my journey!
We Dream Games is currently seeing to the production of 3 games and not talking about that other, secret game we are (not) working on. So, still working on Dojo Defence… graphics are looking very sharp! I have to be careful with my promises now but I want you to expect our first demonstration soon (don’t hold me to that… just in case). Then, the two new babies :
POTASIMO is a physics based puzzler with an awesome scoring structure! the combo system is smooth and payoffs are really addictive! Personally, I’m pretty proud of that one! vids coming soon!
Paint attack! is out cutesy, artsy first step into multiple playing modes and Open feint score tracking! Yeah, Potasimo is on Open Feint also but Paint attack is a bit more daring with it’s game modes. It will be real fun to watch what people play and why.
both are puzzle games and both are trying different things to make a mark on the itunes market. Also, both are readyfor a good Game Making 2.0 project… ok, let’s talk about that now.
GAME MAKING 2.0!!
Here is a little ambitious piece of news : We Dream Games is backing up a development strategy that might turn out to be a bit more than just a curveball to our production methodology : We Dream Games opens “Game making 2.0,” where gamers, enthusiast and artists can unite to build games! the idea started when I though of all the wonderful visual art directions we could take our games. No, but really, how can you choose between all the incredible art style to pick one that fits this game? I know, the answer lies in a marketing decision yet, why can we not try to have a few? why can we not have artists come and propose a new background for one of our games? why then could we not include that in an update? hey! wait a minute… why can we not do that with music too? and content like items and set pieces? what about design decisions?
Now, before we let ourselves get out of hand, we decided to focus. “make a Game Making 2.0 project relevant to a released app and concentrate on it”. So we are now preparing our invitations for a callout to the community for both our eminent game releases. We will announce our game making 2.0 project for Potasimo and Paint attack as they become relevant. standby for more details on great opportunity.
WE DREAM GAMES is getting help!
A handful of cool people are now showing up at the door looking to give a little here and there to help get us on our way. Testers, artists, musicians, office helpers and a bunch of other devoted agents of goodness! It’s nice to see the buzz getting around and noticing how the team can grow before even looking for the extra heads. To all you generous folks, I tip the hat I never wear! and yes, it increases your chances of getting hired
WE DREAM GAMES is making friends in philanthropy!
Chance meetings are a thing of beauty! I stumbled upon a connection a few weeks ago with a group in Vancouver that are behind a project they are calling Planetary Guardians. Our talks have rekindled my attraction to building games as a social teaching tool! We are currently in very early talks to bring progressive/alternative education through games to itunes. It is too early to even talk about this but I wanted to plant a seed out there so that someone might hold me to it and keep the flame burning with occasional pokes. Note to world : I want to make fun games that have a positive social vocation… remind me later in case i forget.
and there we go! I’m Matthieu Rhéaume and those were the 5 O’clock news. thanks for reading and find your way back here in the next week for a new update (I commited to updating this site once a week, event if I have no major reveal… I have a few thoughts to share; this should be fun!)
take care of yourselves.