{"id":1052,"date":"2015-11-15T01:24:49","date_gmt":"2015-11-15T06:24:49","guid":{"rendered":"http:\/\/www.bootdiskrevolution.com\/?p=1052"},"modified":"2015-11-14T21:26:06","modified_gmt":"2015-11-15T02:26:06","slug":"dynamic-difficulty","status":"publish","type":"post","link":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/dynamic-difficulty\/","title":{"rendered":"Dynamic Difficulty"},"content":{"rendered":"<p>Yeah boiiiii! One boss left to go and I&#8217;m pumped as hell \u2013 with any luck, I&#8217;ll finish it by the end of next week. In the meantime, here&#8217;s a little ditty about a controversial feature \u2013 dynamic difficulty! Basically, if you die a whole bunch, the game starts taking it easy on you, until you can hopefully proceed. I should clarify that it won&#8217;t be in Bleed 2, but I thought I&#8217;d talk about it anyways \u2013 mainly how it can be achieved, and why I&#8217;m against its inclusion (in my game, at least.)<\/p>\n<p>Before I get into whether it&#8217;s good or bad for my game, here&#8217;s how I&#8217;ve set up my code to support it. For every boss (and enemy, and hazard, and so on) I&#8217;ve created tables of data for all their stats (health, move speed, etc etc etc.) Every stat gets multiple entries \u2013 one for each difficulty level.<\/p>\n<figure id=\"attachment_331\" aria-describedby=\"caption-attachment-331\" style=\"width: 900px\" class=\"wp-caption aligncenter\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"wp-image-331 size-full\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/12\/difficultyStats.jpg?resize=792%2C334\" alt=\"\" width=\"792\" height=\"334\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/12\/difficultyStats.jpg?w=900&amp;ssl=1 900w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/12\/difficultyStats.jpg?resize=300%2C126&amp;ssl=1 300w\" sizes=\"auto, (max-width: 792px) 100vw, 792px\" \/><figcaption id=\"caption-attachment-331\" class=\"wp-caption-text\">In this shot the values are all the same, but you get the idea.<\/figcaption><\/figure>\n<p>Not only does it let me view the data in an understandable way, it allows for easy gradial difficulty! Normally, if I want a boss&#8217; health, I&#8217;d say \u201cgive me the &#8216;health&#8217; number for the current difficulty level.\u201d If the player is dying a lot, it&#8217;s a simple matter of bending the number down towards the next-highest difficulty \u2013 something like \u201cgive me the &#8216;health&#8217; number a certain percent between the current difficulty level, and the one below it.\u201d At first it wouldn&#8217;t bend at all, but after a few deaths it&#8217;d start gradually going down, capping somewhere around 50% towards the previous difficulty (any farther and you may as well just play the lower setting.) You can see I&#8217;ve created a new difficulty, \u201cToo Easy\u201d, just so the Easy difficulty has something to bend down towards.<\/p>\n<p><!--more--><\/p>\n<p>I think the reason I coded even the potential for this is because ultimately, I want people to enjoy playing Bleed 2. I know how crushing a series of defeats can be to some, and I want to encourage players to keep trying and reward their perseverance. I want them to have fun! At the time, it also seemed like a clever little addition, something to take the game to the next level and make it a slick, professional package.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-768 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/06\/3-1-newO.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><\/p>\n<p>The thing is, now that I&#8217;ve thought about it, the spirit of Bleed is in being challenged and improving your skills, hopefully resulting in you feeling like a badass. Fudging the numbers and bending the difficulty down just seems like a cheap substitute for that feeling \u2013 I&#8217;d rather player skill bend up, which I think results in a more pure rush, even if only subconsciously.<\/p>\n<p>Besides, I already have the easier difficulties to accommodate new players! The original Bleed&#8217;s easy mode was tuned until my mom could beat the first level, and she barely knows how to hold a controller. I wouldn&#8217;t be comfortable lowering it farther than that &#8212; if she can do it, so can you!<\/p>\n<p>The good news is that I might be able to use this feature for the opposite effect, to increase the difficulty! Not as a part of natural gameplay, but there could be a special mode or option or mutator or something, to make the game harder as you go \u2013 especially if I ever realize Endless Mode one day. So thinking about how to implement it might not have been a total waste!<\/p>\n<p>Until then, I&#8217;m grinding away trying to finish this last boss. It&#8217;ll be a wonderful milestone to reach, and I hope to report doing so next week! Take care!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Yeah boiiiii! One boss left to go and I&#8217;m pumped as hell \u2013 with any luck, I&#8217;ll finish it by the end of next week. In the meantime, here&#8217;s a little ditty about a controversial feature \u2013 dynamic difficulty! Basically, if you die a whole bunch, the game starts taking it easy on you, until <a class=\"read-more\" href=\"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/dynamic-difficulty\/\">[&hellip;]<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[6],"tags":[],"class_list":["post-1052","post","type-post","status-publish","format-standard","hentry","category-bleed-2"],"jetpack_sharing_enabled":true,"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/1052","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/comments?post=1052"}],"version-history":[{"count":3,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/1052\/revisions"}],"predecessor-version":[{"id":1055,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/1052\/revisions\/1055"}],"wp:attachment":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/media?parent=1052"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/categories?post=1052"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/tags?post=1052"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}