Sudden Death
Sudden death activates when matches run long, dramatically increasing intensity to force a conclusion.
Configuration Parameters
| Parameter | Description | Effect |
|---|---|---|
| enabled | Toggle sudden death | Activates time-based pressure |
| afterFrames | Trigger delay from start | Time before activation |
| durationFrames | Transition period | How long intensification takes |
| gravityMultiplier | Gravity scaling | Dramatically increases pull |
| centerShiftRadius | Gravity center orbit | Creates moving gravity well |
| centerShiftPeriodFrames | Center orbit period | Controls spiral speed |
| orbAttraction | Inter-orb gravity | Draws orbs together |
Current Configuration
Enabled: Yes
Trigger: 600 frames (~5 seconds)
Duration: 360 frames (~3 seconds)
Gravity: 16x multiplier
Center Shift: 100px radius, 150-frame period
Orb Attraction: 0.5
Activation Timeline
Frame 0 Game starts
│
Frame 600 Sudden death begins
│ ├── Gravity starts increasing
│ ├── Center starts spiraling
│ └── Orb attraction activates
│
Frame 960 Full intensity reached
│ ├── Gravity at 16x
│ └── Maximum chaos
│
▼
Game ends When 1 orb remains
Effects
Gravity multiplies over the transition period. The gravity center orbits, creating a whirlpool effect. Orbs are pulled toward each other, this forces confrontation between remaining orbs.
During sudden death:
- Arena may darken or change color
- Gravity effects become visible
- Particle effects intensify
Gameplay Impact
| Phase | Gameplay |
|---|---|
| Normal | Tactical, spacing matters |
| Early SD | Center becomes dangerous |
| Mid SD | Hard to avoid center |
| Full SD | Chaotic, forced confrontation |
Design Purpose
Sudden death serves multiple purposes:
- Time limit: Prevents infinite games
- Excitement: Dramatic finish
- Fairness: Forces resolution
Next Steps
- Parameter Reference - All parameters
- Engine Overview - Full engine architecture
- Gravity System - Normal gravity mechanics