Wyatt White
A
thread 1/5
Implementing a Dynamic Difficulty option to Soul King right now.

The game's structure lends itself to this kind of thing, and it's basically two dials.

If the wall catches you, a number ticks up, if an enemy kills you a diffeerent number ticks up.

#gamedev #indiedev #retrofps
01:48 PM - Jun 07, 2023
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Wyatt White
A
thread 2/5
Each of these numbers is tracked. If it breaks a certain number, the base values of that hazard are reduced.

The wall goes from 100% speed to 95% speed. If the player is still getting caught, the number reduces again, maybe to like 80-85% speed.
01:48 PM - Jun 07, 2023
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Wyatt White
A
thread 3/5
Same thing works on enemies, except their damage output and life are reduced instead of their speed. Might also expand this to projectile speed and telegraph times, we'll see what the feedback is.
01:49 PM - Jun 07, 2023
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Wyatt White
A
thread 4/5
Soul King is supposed to push the player forward and be a challenging game, but we're also trying to make sure that we set the bar in a place that is challenging but not insurmountable for you.
01:49 PM - Jun 07, 2023
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Wyatt White
A
thread 5/5
Instead of a "You must be this tough to play" system we want to make a "you must try your best and not give up" kind of challenge.

And, you know, if you want us to really make you work for it, you can turn Dynamic Difficulty off and turn up difficulty if you want 🤷‍♂️
01:49 PM - Jun 07, 2023
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