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Posted Wed Jan 23, 2019 12:58 PM
Posted Wed Jan 23, 2019 5:35 PM
That's a good question and one that probably has hundreds of answers
I guess it really depends on your game. In tyre trax, I used the timer to drive the difficulty, so it was indirect, the player had to play better to get a gold cup. secondly, on the "free play" modes, I set the difficulty switches to control the type of obstacles (doubles and triples, instead of singles) and the view distance (make the obstacles appear closer to the player to reduce reaction time).
In Dare Devil, the difficulty is the amount of movement in the obstacles from level to level and then in the level, each screen becomes progressively faster.
Other variations could be faster moving enemies, enemies that attack more frequently (shooter games)
You could tie it to the score, level, screen, timer, amount of enemies dead/alive or combinations of those.
Mostly it will depend on your game as to what works and what doesn't.
Posted Thu Jan 24, 2019 12:22 AM
Posted Thu Jan 24, 2019 7:57 AM
Yeah, it's hard to generalize about the best way to ramp difficulty. In Space Game, each wave introduces a new alien with its own special abilities, and in general later wave aliens have abilities that make them more challenging or difficult to defeat. In terms of using a variable to track difficulty, I use the wave number itself to determine a few things difficulty-related, such as rate of fire of the aliens (more frequent for the later levels).
Posted Thu Jan 24, 2019 9:50 AM
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