Season 2 beta

Ccbincc season 2 has a early scrapped beta version accessible from https://scratch.mit.edu/projects/745173330/. The beta does not have any optimizations and has completely different code from the normal CCBINCC season 2.

The game had many scrapped titles such as

1. the Making of ccbincc
2. %/bin/console%20/%
3. ccbincc dev console
4. bin dev console
5. season 2

The game takes place inside of a computer console, some changes from season 1 are that cookies are renamed to scripts and have a custom text display (they're still referred to as cookies in the code), eveything is tinted green with scanlines in the background.

## Main gameplay

The main gameplay consists of spending scripts on new features, the costs are as follows:

Costs (in scripts)
 Shop
 Post on wiki
 Legacy

Here are some sub-headings for how the upgrades work.

### Cookie

#### Button

The way it works is when you click the button to get a cookie, the game creates a cookie.

In more depth, here's how the button works.

Once you press the start button, the new feature button (once you get a feature you can't see it anymore) turns into the cookie button. In order to make it so you can click the button if you have enough cookies, it says

(forever

(wait until touching mouse-pointer ? and mouse down?

if ((item 1 of Feature costs) = Cookies or (Cookies > item 1 of Feature costs)) then

((broadcast costume name)

(next costume)

(change Cookies by (item Counter 1 of Feature costs) \* -1))

wait until ((not( touching mouse-pointer) or (not (mouse down?))))

Which basically means: "if you click and you have more cookies than the cost of this feature then you'll get this feature".

#### Actual cookie you can click

Whenever you start the game the cookie sprite hides, and the amount of cookies you have is set to 0, the number of Cookies per click you get is 1, and the "Cookie recieved" variable is set to 0. It also waits until Cookie recieved is set to 1, which happens when you buy the cookie, and if that happens it shows the cookies.

There's also code that defines a function. I'll do it in Javascript (ProcessingJS) and normal speak (look for this: //) so I can flex.

##### Javascript

var clickforcookies = function(How many cookies to click for) { //defines the function so you can use it, how many cookies to click for is just a variable thats used within this function

size -= 2; //makes size go down by 2

brightness effect -= 10; //makes brightness effect go down by 10

size -= 3; //makes size go down by 3

if (!mousePressed) { //makes it so if the mouse isn't pressed,

cookies += How many cookies to click for; //makes cookies go up by the amount of cookies to click for

size += 2; //makes size go up by 2

size = 100%; //makes size 100%

brightness effect = 0; //makes the brightness effect 0

color effect = 0; //makes the color effect 0

}

Then the game says when the sprite is clicked the function is called, with "How many cookies to click for" being set to a variable called cookies per click.

### Shop

The shop lets you buy a single building, the cursor, which costs 30 scripts and has a CPS of 1. The way it works is very complicated so I'll leave this to the guy who made it

### Upgrades

The first and only upgrade costs 100, and once you get it your cookies per click goes up by 1.

## Quota system

Once you unlock "Post on wiki" you get a quota you must meet. If the quota is not met your cookie production is multiplied by 0.4 and you are unable to click the cookie.

The quota is always your CPS multiplied by 1.2 rounded up plus 4 (in mathematical terms, ceil(CPS\*1.2)+4).

After the third quota cycle overtime is started. If overtime starts, you need to accend before the timer runs out. If you don’t the game stops with the message "you got fired" appearing.

The legacy system was never finished making the game end upon ascending.