{"id":1793,"date":"2016-10-23T14:07:48","date_gmt":"2016-10-23T18:07:48","guid":{"rendered":"http:\/\/www.bootdiskrevolution.com\/?p=1793"},"modified":"2016-10-23T14:13:59","modified_gmt":"2016-10-23T18:13:59","slug":"more-difficulty-tuning","status":"publish","type":"post","link":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/more-difficulty-tuning\/","title":{"rendered":"More Difficulty Tuning!"},"content":{"rendered":"<p>I made the IGF deadline! I worked a ton of hours this week, but I got all the audio problems solved, and all audio reasonably balanced. If you&#8217;re wondering what kind of issues might crop up with audio, some examples are:<\/p>\n<ul>\n<li>Sounds not playing if they were exactly vertically aligned with the camera<\/li>\n<li>Looping sounds continuing to play even after the boss\/enemy\/etc was dead<\/li>\n<li>Ducking being completely broken \/ not working<\/li>\n<\/ul>\n<p>&#8230;et cetera! I&#8217;ll probably need to do one more pass to make sure all sounds are playing at good volumes, but in general, it&#8217;s all peachy.<\/p>\n<p>&nbsp;<\/p>\n<h4 style=\"text-align: center;\">Tuning Difficulty<\/h4>\n<p>I had some time left over before the submission deadline, so I did a full pass of the game&#8217;s difficulty, too! For a while I&#8217;ve worried the game was fun, but kind of unengaging &#8212; besides not having any audio, I think a lack of difficulty was to blame. I went through the game on Very Hard, level by level, boss by boss, and tuned everything way up!<\/p>\n<p>Now, I recognize that I&#8217;m really good at Bleed 2. What feels too easy to me is probably way too hard for many others. With that in mind, I didn&#8217;t even touch the Easy or Normal difficulties for 90% of these changes &#8212; I tuned Very Hard to what I felt was a real good (but fair) challenge, and then changed Hard to make a smoother transition across difficulties. So in the highly accurate graph below, the red line is what the progression was like before, compared to the yellow progression now.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1795 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/10\/difficulty.png?resize=500%2C350\" alt=\"\" width=\"500\" height=\"350\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/10\/difficulty.png?w=500&amp;ssl=1 500w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/10\/difficulty.png?resize=300%2C210&amp;ssl=1 300w\" sizes=\"auto, (max-width: 500px) 100vw, 500px\" \/><\/p>\n<p>It also got me thinking\u00a0 about how I tune difficulty, and I think I rely on three methods: raw numbers, fairness, and what I want as a player.<\/p>\n<p><!--more--><\/p>\n<p>&nbsp;<\/p>\n<h4 style=\"text-align: center;\">Raw Numbers<\/h4>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-331\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2014\/12\/difficultyStats.jpg?resize=700%2C296\" alt=\"\" width=\"700\" height=\"296\" 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: 700px) 100vw, 700px\" \/><\/p>\n<p>Here&#8217;s an example of the stats that drive bosses\/enemies\/etc in Bleed 2 &#8212; how much time they take to telegraph their attacks, how fast the attacks move, how often they shoot bullets, etc etc etc. When I set the numbers, especially initially, one easy and &#8220;scientific&#8221; way to come up with values is to think of the raw capabilities of most humans. For example, a quick Google search says that the average human has a reaction time of 250 milliseconds. Alternatively, I took <a href=\"http:\/\/www.humanbenchmark.com\/tests\/reactiontime\" target=\"_blank\">tests like this one<\/a> to measure my own reaction time (I got an average of 270, below Google&#8217;s average human I guess!)<\/p>\n<p>Actually using these values is silly in my opinion &#8212; recognizing and responding to threats in-game is more complicated than a reaction test, and playing with 250ms of warning on an attack feels really unfair. I personally push the numbers up to 350-400ms for Very Hard, but it&#8217;s nice to have that general range as a cutoff point. Similarly, I have ranges I stay within for the speed of bullets, enemy reaction time, and so on.<\/p>\n<p>&nbsp;<\/p>\n<h4 style=\"text-align: center;\">Fairness<\/h4>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-778 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2015\/06\/3-1-vhardO.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" \/><\/p>\n<p>Raw data is nice, but you have to factor in what&#8217;s actually happening in the game. For example, in a boss fight like Red (above), the screen is being filled with enemies and your attention is being drawn all over the place. Is it fair to expect a player to perform the same here, compared to when the boss is the sole focus of their attention? I don&#8217;t believe so. It doesn&#8217;t mean I&#8217;m going to give a TON more warning time on Red&#8217;s shots, for example (at least not on Very Hard!) but the numbers are definitely a bit more generous (500ms absolute minimum) and the bullet moves slower than a typical Very Hard bullet.<\/p>\n<p>I try to keep in mind that it goes the other way, too! Even after a boss does their wind-up &#8220;I&#8217;m-going-to-attack-you-now&#8221; animation, they still have to move towards you (for example), and that takes time too &#8212; sometimes the numbers can seem unfair, while the game plays just fine.<\/p>\n<p>&nbsp;<\/p>\n<h4 style=\"text-align: center;\">What I Want As A Player<\/h4>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1796 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/10\/sliderBefore_O.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/10\/sliderBefore_O.gif?w=480&amp;ssl=1 480w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/10\/sliderBefore_O.gif?resize=300%2C169&amp;ssl=1 300w\" sizes=\"auto, (max-width: 480px) 100vw, 480px\" \/><\/p>\n<p>Finally, what I want to experience as a player beats everything else. This Segment Slider attack looks neat, for example, but when I actually play it I end up feeling like &#8220;&#8230;oh, that&#8217;s it?&#8221; I want more bullets, I want the attack to last longer! I want it to be like this big wave crashing against me! So regardless of what the numbers say, I always go back and change it if it doesn&#8217;t feel fun or &#8220;right&#8221; to me.<\/p>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-1797 aligncenter\" src=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/10\/sliderAfter_O.gif?resize=480%2C270\" alt=\"\" width=\"480\" height=\"270\" srcset=\"https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/10\/sliderAfter_O.gif?w=480&amp;ssl=1 480w, https:\/\/i0.wp.com\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-content\/uploads\/2016\/10\/sliderAfter_O.gif?resize=300%2C169&amp;ssl=1 300w\" sizes=\"auto, (max-width: 480px) 100vw, 480px\" \/><\/p>\n<p>I&#8217;m not sure how easy the difference is to tell between the two gifs, but they&#8217;re there! Bullets come out 1.5x-2x more frequently, and the attack lasts close to twice as long. It just feels like a more substantial attack to me that way! There are more concrete examples but they&#8217;re all from bosses I haven&#8217;t shown yet soooooo I hope this will do.\u00a0\u00a0 :D<\/p>\n<p>&nbsp;<\/p>\n<p>&#8230;of course, this is all tuning the difficulty to the hardest level. For the easier difficulties, I go way in the opposite direction as a starting point (duh). From then on, the only true test of whether it&#8217;s good or not is watching other people play (which PAX was great for!) I&#8217;ve also been referring to the original Bleed&#8217;s Easy mode numbers, but I&#8217;m looking forward to getting some in-person playtesting of the entire game done soon, to see how it&#8217;s all turned out. Things are never as easy as I think I&#8217;ve made them!!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I made the IGF deadline! I worked a ton of hours this week, but I got all the audio problems solved, and all audio reasonably balanced. If you&#8217;re wondering what kind of issues might crop up with audio, some examples are: Sounds not playing if they were exactly vertically aligned with the camera Looping sounds <a class=\"read-more\" href=\"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/more-difficulty-tuning\/\">[&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-1793","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\/1793","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=1793"}],"version-history":[{"count":16,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/1793\/revisions"}],"predecessor-version":[{"id":1812,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/posts\/1793\/revisions\/1812"}],"wp:attachment":[{"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/media?parent=1793"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/categories?post=1793"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.bootdiskrevolution.com\/NEW_BLOG\/wp-json\/wp\/v2\/tags?post=1793"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}