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Objective
Archery is a 3D simulation tournament style action game between 2 players, where
they can shoot multiple targets within the time limit, with a tap and hold control
scheme. The player with the highest score at the end wins the game.
Rules
Composition / Representation and Standard Equipments
Rounds: will indicate the total number of rounds each player will get. [Server
Configurable]
Turn Timer: will indicate the time left for the player’s turn. [Server
Configurable]
How to play
Players will have a maximum of 10 seconds for each turn, if the timer ends the
player will miss the turn. [Server Configurable]
Each round will have its own difficulty which will be decided based on the
following:
Distance - The distance between the target and the player [Server
Configurable]
Wind - Wind has two variables - Angle and Force. It deflects a particular
distance from the point where player is aimed to the point where the
arrow is going to hit based upon the force and angle [Server
Configurable]
Game starts with a target in front of the player and the player will be in idle pose
The game will end for the player, when he/she misses 3 turns in a row in the
game. [Server Configurable]
Score from each turn will get added to the total score of the player.
Player with the highest score at the end of the last round will win.
Player will also get a time bonus for making a successful hit
The time bonus is given if the player time taken to hit the target is less than
the time taken by the opponent
A successful hit is considered when the arrow hits the board, even with the
minimum score
Scoring:
Scoring in archery is very simple: you just add up the number of points based on
where your arrows hit the target.
The highest score for a single arrow is 10 for hitting the inner gold ring, while the
least (for hitting the outer white ring) is one point.
An arrow shall be scored according to the position of the shaft in the target.
Should the shaft of an arrow touch two zones or a dividing line between scoring
Scores will be calculated in point values (one decimal) from the distance from
the bullseye.
(Total time in a round - time taken to play in the round) * Multiplier (0.5)
[Server Configurable]
Time taken to play is defined as the time taken by the player to aim and then
release the arrow (not when the arrow hits the board)
Example
Matchmaking
The matchmaking works in a first in first out methodology where players are
matched against other players with similar skills looking to play at the same time
If the minimum required quorum for gameplay isn’t reached the players in
matchmaking will be refunded their entry fees
If players quit the game during matchmaking screen they will lose their entry
fees and they would have been considered to have voluntarily retired from the
game
Winning Criteria
Player with the most score at the end of last round wins.
If the score is tied between players they are granted equal winnings
If the player leaves the game due to the following conditions then the opponent
will be declared a winner:
Exits the app and / or Going into background and does not come back
Misses x turns
If both players leave the game at the same time, then no player is declared as
the winner
Exits the app and / or Going into background and does not come back
Disconnection/Reconnection Scenarios
If the players internet is affected in any way and they lose connection to the
game server they would be considered as disconnected and will forfeit their
entry fees
If a player gets disconnected during gameplay they will not be eligible for prizes
If players voluntarily exit the game by quitting or minimising the Rush app they
would forfeit their entry fees and not be eligible for any prizes