Wall

A Wall is an obstacle, filling the entire screen, the player has to break through, marks the end of a Milestone. To break a wall, the player has to build up, maintain, and hit such Wall with Mr. Boulder's speed higher than the Wall's strength. Hitting a Wall will reduce Mr. Boulder's speed depending on the damage state of the part of the wall being hit. Wall's damage is permanent and carried through multiple play session to enable player to grind through a wall by repetition if not by player's skill & Upgrades.

Wall's Damaged State

Along a Wall's surface, there may be combinations of multiple damaged states. A Wall have 3 damaged states:

  • Pristine, this is the default state and is the strongest.

  • Cracked, this is state of partially broken and have reduced strength of the Pristine state.

  • Broken, this is the state of fully broken and have 0 strength.

Wall's Strength

A Wall's strength is calculated based on it's current state (Pristine / Cracked) and also by Mr. Boulder's upgradable strength.

pristineStrength=Max(basePristineStrengthboulderStrength,7)pristineStrength = Max(basePristineStrength - boulderStrength, 7)
crackStrength=Max(baseCrackStrengthboulderStrength,0)crackStrength = Max(baseCrackStrength - boulderStrength, 0)

State Change

Damage Size

To determine what state of a Wall Mr. Boulder is hitting, his center point will be checked against the existing Damaged state of that Wall at the same point. A state change is applied on an area defined as Mr. Boulder's center point + a fixed diameter. If a new area overlapped with an existing damaged area & both have the same damaged state, both area will be merged. If the overlapped area doesn't have a same damaged state, the weaker state will override the stronger one.

  • "Broken" overlaps everything

  • "Cracked" overlaps "Pristine"

  • "Pristine" overlaps nothing

Slow Down Calculation

exitSpeed=enterSpeedwallStrengthexitSpeed = enterSpeed - wallStrength

The wallStrength could be either the pristineStrength or crackedStrength. Broken wall have 0 strength and thus no slow down.

Reward

When successfully passing a Wall, the player can be rewarded with:

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