Scoresheet 2.0 Mockup (Patreon)
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A loooooooong time ago I explored morgue files in various roguelikes and wrote about a potential future for Cogmind's own scoresheets. Well as we march closer to 1.0 and a lot of the content and systems are already in place (the game is much more mature than it was back then!), plus we already have a lot more experience with run data and what people want to know, so it's finally time to build scoresheet 2.0!
To prepare for this I first exported all the existing score data parameters to an external text file. The original scoresheet data types were done back in 2012 after the 7DRL, and lived inside the code as a bunch of separate arrays. It was messy, and I never cleaned it all up simply because I knew that one day (today...) it would all be replaced anyway, so may as well wait until that day in order to do it right the first time. This allowed me to merge quite a few arrays and multiple disparate bits of data storage into a single text file with contents represented by a single data structure:
It feels sooooo much better that way. (It also gets all those lines out of the source to lighten that up as I prepare to rip it apart and rebuild the Scorekeeper class for the new system to be.)
The next step is the less technical part of figuring out what all to include in scoresheet 2.0. I have lots of notes on this, but the main issue at hand was how many values to store--same as before, one per entry? Or values at every depth? Every map? Here I did some quick early mockups while thinking about this:
I decided we'll go with per-map data, so based on that decision combined with all my other notes I started putting together a mockup of what I want the new scoresheet to contain, and how it's organized. You can see the current state of that format, raw and with some of my ongoing annotations, in the attached file.
The plan is to break up stats into more groups so that it's easier to find things. Also since hundreds of new stats have been added over the years, better ways to organize them have emerged.
There's still more work to do on the mockup, and then I have to build the data structures and code. The process as a whole will take a while, but as the initial mockup nears completion I thought I'd let you all take a look to see what you think :)
Notes:
- Because I used a winning run uploaded by Amphouse as the basis for this mockup, some parts of it may contain spoilers. I edited out some of them, but if you are afraid of spoilers try avoiding any sections that you'd expect might contain them.
- While the per-map data formatting gives you an idea of what it might look like, many of the numbers are either made up or outright missing.
- One of the things I'm not sure on yet is whether to include per-map data for all Combat stats or not, and the same with Hacking. Obviously some should, but all? (Right now the mockup shows all Combat stats with a per-map chart, and Hacking with none, just because I haven't decided yet.)