Version 1.6
I was considering using those suggestions so that the player would be forced to be more skillfully on higher difficulties. I have for example gems that spawn in different places on different difficulty levels, forcing the player to go to greater lengths to get them. The different player spawning points are similar, on easy you start halfway through the level, on hard you have to solve a maze before you can get to the same spot.
What you really need, not what you think you ought to want.
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- Vorticon Elite
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That's an interesting challenge indeed, but not easy to calculate. You as desinger I guess have to put that information into the level-data.Levellass wrote:I was considering using those suggestions so that the player would be forced to be more skillfully on higher difficulties. I have for example gems that spawn in different places on different difficulty levels, forcing the player to go to greater lengths to get them. The different player spawning points are similar, on easy you start halfway through the level, on hard you have to solve a maze before you can get to the same spot.
Otherwise it would be unbalanced...
Having fun developing stuff...
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- Vorticon Elite
- Posts: 1246
- Joined: Wed Dec 31, 2008 14:44
- Location: Frankfurt - Germany
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Hmmmm, okay....Levellass wrote:'information into the level data'? Eh what?
The levels will have hints and an extensive help section. This will be of no use at all since NOBODY EVER READS THE HELP SECTION!
Whatever the case. Version 1.6 is up. Actually I made it to version 1.6.1 which has a lot of bug fixes I discovered during my android tests.
So these are fixed and I added another small easter egg which tightens the multiplayer interaction a bit more than expected.
As usual enjoy the update... because I enjoyed making CG better every time...
http://clonekeenplus.sourceforge.net/download/
Also I have published some newer Screenshots here:
http://clonekeenplus.sourceforge.net/screens/
Enjoy!
Having fun developing stuff...