barrier-battle
Author: unaa
Description Source Code Launch App Current Users

Short Description:

Let your viewers defeat barriers around your goals (RPG-style goal game)

Full Description

BARRIER BATTLE


Barrier Battle is an app that lets you configure up to 3 independent goals that will be protected by a barrier. Your
viewers may choose a class to play that determines how much damage they can do to a barrier and in what way. Each
barrier can be attacked by a viewer that has chosen a class by tipping a specific amount of tokens that is associated
with each goal.

Every class is fully configurable by you, the broadcaster, in every way possible and is explained in further detail below.

As an extra bonus - in case you have a very busy room - there is an option to automatically heal a barrier over time.
You can configure the interval in seconds and the amount it will automatically heal. This will force your viewers to
keep the tips flowing in order to reach a goal.

Practical use


When the app is enabled and started, viewers are presented with a welcome message explaining what they need to do
in order to get the barriers down.

Viewer can type /class to list all 3 available classes they can choose from. When a viewer types /class [class name],
they get assigned to that class. You may allow or restrict your users in selecting a different class again once they
have made a choice.

Once a class is selected, they can start tipping the set amount of tokens that correlate to each goal.
Once a goal has been reached (the barrier has been 'defeated'), you can perform your set goal for your audience.

If the audience wishes to see you perform the same goal again, they are able to reset the barrier by tipping a
specific amount of tokens - which is also configurable per goal but can also be disabled if you so desire.

Exact gameplay rules and mechanics are explained in the configuration options in the section below.

Configuration options


Defining goals
You can define up to 3 goals. The name you set for the goal will be displayed in the panel below your cam feed and can
be considered as an "action" for you to perform once a barrier has been broken down by your viewers.

[Tip trigger]
Each goal has a tip trigger that specifies how many tokens a viewer must donate in order to attack the barrier
associated with the goal.

Make sure not to use the same amount for different goals!

Each goal must have its own unique "trigger". Think of it like a button that commands a viewer to attack a barrier. You
can't have one button telling one viewer to attack two or three barriers at the same time ;)

[Total health]
Each attack will decrease the health of a barrier. Attack damage is completely configurable (see below). This value
specifies the 'tip goal'. But instead of talking about tokens, we're talking about "health points" here.

[Start over token requirement]
Once a barrier has been broken down, it may be put back up by your viewers if you want to allow this. You can specify
the amount of tokens that is required for your viewers to do this. Reviving a barrier can be done once its health points
have been depleted and the [start over token requirement] is larger than 0.

NOTE: If you specify the same amount of tokens for this requirement for multiple goals, other goals can be
revived with the same tip. If you do not want this to happen, specify a different amount of tokens for each goal.

Boost settings


A viewer that has assigned a class to him/herself may choose to apply a boost that will multiply the damage done by a
configured amount. Applying a boost is done by tipping the configured amount of tokens.

[Tokens needed for time-based damage boost]
This defines the amount of tokens that are needed to activate a boost. Defaults to 100.

[Boost damage multiplier]
During a boost, all damage is multiplied by the configured amount. Defaults to 2.
If a viewer would normally deal a base damage of 15 to 20 points, it will now deal damage to a barrier between 30 and
40 points if the multiplier is set to 2.

[Boost timer (in seconds)]
Defines how long a boost should remain active for. A boost may be extended by a viewer by activating the boost again
during its duration. So if the duration is set to 30 seconds and the amount of tokens needed for a boost is set to 100,
a viewer can tip 2x 100 tokens consecutively to have a boost that lasts for a minute.

Class settings


There are three classes to choose from during the game.

[class name]
You can name classes anything you like, but make sure to one short and simple word. Your viewers will have to be able
to type it without much effort in order for them to choose it during the game.

Think of names like "wizard", "ranger", "warrior", etc.

[attack text]
Imagine the class being "ranger", the viewer is called "unaa" and the attack text is "shoots an arrow".
Also we have set a goal called "Some hypothetical goal" and a critical hit prize called "a kiss on the forehead".

Every time the viewer attacks, the following text is shown in chat (in this case with a critical hit):
Notice: Ranger unaa shoots an arrow and deals a critical strike of 138 damage points on the barrier around "Some hypotheical goal"! With that he earned a kiss on the forehead!

Changing the attack text to something else will replace "shoots an arrow" with the text you specified. You could
create some very funny situations where you name a class "clown" and name the attack text "is looking confused at the barrier".

In the same scenario as demonstrated above, the following text would be shown in chat instead:
Notice: Clown unaa is looking confused at the barrier and deals a critical strike of 138 damage points on the
barrier around "Some hypotheical goal"! With that he earned a kiss on the forehead!



[min / max damage points]
Configure how much base damage this class does without any buffs or critical hits. A random number between these
two configured numbers is picked each time a viewer attacks a barrier.

[critical hit chance & multiplier]
Each attack has a chance of being a critical hit, multiplying the base damage by the critical multiplier amount.
Critical hits may be disabled by setting the multiplier to 1 (since multiplying a number by 1 doesn't make much
difference)

[heal chance & points]
Same as attacks being able to do critical hits, classes can also be configured to heal other barriers by some amounts
that the viewer did not target. This can result in some healthy competition amongst your viewers and result in
some (hopefully funny) reactions in your chat room.

[Share boost chance percent]
Every time a viewer activates a boost, you can configure a chance (in percent) of an extra boost being gifted to
another random participant. This might also cause some healthy interaction between your viewers.

Changelog

February 27th 2019:

For feature requests or suggestions, send an offline tip of any amount with your message to unaa.

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