![]() ![]() Including top down movement, scrolling text during chat, camera controls, and a simple battle sequence. Top down rpgĪ monster tamer style top down rpg game example. Propel your object to absorb smaller objects, but avoid larger objects or they will absorb you! Discover and try this example. Enable speedrun mode to compete on the leaderboard! Discover and try this example. Relieve stress by crashing the cars into each other. Swipe cars into the road to clear the parking lot. This game exhibits a scoring system, a score multiplier, the physics options, the leaderboard system, and more. In this game the player drops their pachinko ball in an effort to hit as many pegs as possible to accumulate the maximum number of points. Jump around and collect as many coins as you can! Discover and try this example. (To determine if type of zombie affects drop rate, you would probably have to record your games to get a reliable count of the number of zombies of each type.An example of a basic platformer (Mario-like) game. But if someone else has the inclination it would be interesting to see the results. ![]() Unfortunately I don't have the time to experiment more thoroughly. Please note, this sample size is far too small to draw any meaningful conclusion and obviously I only encountered low level zombies). In both games, exactly the same number of coins dropped. Second game limiting myself only to Pea Shooters. First game limiting myself only to explosive plants. Either in the Almanac or from the Tree of Wisdom.įinally I did conduct a little experiment myself: However, if the developers did do something to affect drop rate of coins, I would have expected them to leave some sort of clue to that effect. So that when a zombie dies from that damage, the appropriate drop rate rule can be applied. This would only need an extra attribute on each zombie to indicate it's percentage drop rate.Ī little more work would be needed to have different plants affect drop rate because when plants damage zombies, they would now also need to indicate a type of damage or source of damage. It would be very easy for different types of zombies to have different drop rates. (Assuming there is any variation at all apart from Yeti zombie.) You also have more time to notice coin drops because there's no longer a rush to build.įrom a programming perspective there are a number of ways the developers could have chosen to vary the drop rates. Similarly, as per the question: when you have a good setup and you're killing zombies efficiently, they're coming much more frequently and in larger waves. As a result, many more zombies are dying and many more coins are dropping. Remember, the stronger zombies typically come later in a level along with many more of the weaker zombies. This is quite possible, but can also be a result of mistaken perception. But you forget to take note of the number of times instant-kills didn't drop a coin!įinally, some people suggested stronger zombies have a higher chance of dropping coins. This leads on to the next problem: you have a (possibly false) perception that more coins drop from instant-kills so every time you notice it, you think to yourself "aha - there it happened again!". You then start to form this idea that instant-kills drop more coins. ![]() If there's a flat percentage chance for a zombie to drop a coin when it dies then multiple zombies dying at the same time will have a higher chance of a coin drop. However, if you're busy focusing on gathering sun, and placing more plants on the left hand side of the screen while a zombie is passively killed on right - it's much easier to miss coin drops.įurthermore, most instant-kills will kill multiple zombies at a time. As a result, you'll usually have no trouble noticing any coins that drop. Even the Potato Mines make a distinctive sound when they explode drawing your attention. ![]() As you place your instant-kill (such as Cherry Bomb or Squash), you are usually looking directly at the place where a number of zombies are killed. The first problem is a question of where your attention is focused. The only ways to be certain of the accuracy of an answer is if it a) references developer discussion or sample code, or b) applied rigorous testing techniques to create a statistical picture of the drop rates. TL DR It's easy to make a mistake when relying on your perception. I'm posting this answer mainly to explain how easily perception can lead to mistakes in these conclusions. However there are a quite a few comments and answers in which the author provides an answer that is very likely wrong due to perception bias. To date, no one has provided any verifiable answer. ![]()
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