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Design / Re: Adaptive Difficulty
« on: November 11, 2014, 10:56:55 AM »
A very enlightening post Vanguard, I've actually been thinking of simply having specific areas or routes which I suppose you could call 'gauntlets'. The routes themselves will be challenging, intense strategy areas where there is great risk but also great rewards. Perhaps these could only be unlocked by completing special feats, for example obtaining a kill streak of monsters with level x or higher without losing any hp, etc. I like the idea of collecting some kind of item or 'token' which unlocks a special ending or even further challenge areas, special NPCs, gear, abilities etc. This might be a nice way to add some dynamism and replayability to the static areas I'm featuring in my game.
I hadn't actually heard of Shmups but the system is really interesting, will definitely have to study that a bit later and see whether the mechanics will trigger a streak of inspiration in me.
I hadn't actually heard of Shmups but the system is really interesting, will definitely have to study that a bit later and see whether the mechanics will trigger a streak of inspiration in me.