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More ways to make Endless levels difficult #95
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Most of these points are already realized. There are multiple entry points, you can have more than one CPU, there are multiple and possible separate lanes, and so on. However, these are random choices that are made during level generation. There is no real link to difficulty. So you can have a stage with two entry points and a really short path to the cpu on lower levels, and a stage with long ways and lots of nodes to place your chips on higher level. Again, the game is not really intelligent, and it doesn't "know" whether a stage layout is difficult or not. The only thing that is reliably increasing in difficulty is the number and strength of waves. An idea would be to increase the probability of short lanes and multiple entry/exit points with the stage. |
An idea would be to increase the probability of short lanes and multiple entry/exit points with the stage.
That's effectively what my suggestion is about ! Less a collection of things that could make a game difficult, i was trying to suggest alleviating these different things to build difficult levels.
What i'm suggesting is building a tool to evaluate the difficulty of a generated level.
You would be able to value a level's difficulty based on their "weight": each of my previously listed points would "weight" a certain value, according to the difficulty it potentialy creates in a level. And all these levels traits and quirks combined, recognized anl generated in a level, would total to a certain "weight" that would give a general idea of the whole level's difficulty.
This would allow you to procedurally generate levels that would be more difficult the bigger their "weight" is, thus being able to create a more progressive, and possibly varied, series of endless levels !
Le 25 février 2024 17:29:10 GMT+01:00, ochadenas ***@***.***> a écrit :
…Most of these points are already realized. There are multiple entry points, you can have more than one CPU, there are multiple and possible separate lanes, and so on.
However, these are random choices that are made during level generation. There is no real link to difficulty. So you can have a stage with two entry points and a really short path to the cpu on lower levels, and a stage with long ways and lots of nodes to place your chips on higher level. Again, the game is not really intelligent, and it doesn't "know" whether a stage layout is difficult or not.
The only thing that is reliably increasing in difficulty is the number and strength of waves.
An idea would be to increase the probability of short lanes and multiple entry/exit points with the stage.
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It seems the most prominent difficulty progression lever seems to be the attacker's stats: power, speed and spawn rate (and number of waves).
This could be improved upon to vary level generation and provide more ways to make levels more difficult and interesting as you progress in Endless mode !
Here is a list of gameplay elements that can be fine-tuned to make procedural levels more difficult.
I'll only provide ideas based on what's already present in the game, what's already been used in hand-made levels or what i have noticed generated in Endless mode:
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