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Author Topic: Proposed Feature - Difficulty Levels  (Read 11193 times)

Kornel Kisielewicz

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Proposed Feature - Difficulty Levels
« on: October 23, 2005, 00:22 »

DoomRL version 0.9.9 will definitively feature Difficulty Levels akin to the original. How will they work I havn't decided yet, tough. There will be 5 difficulty levels following Doom:

* I'm Too Young To Die -- probably two times more ammo, and player will take half damage.
* Hey, Not Too Rough -- default level, as it is now, maybe a little less monsters
* Hurt Me Plenty -- more monsters
* Ultra-Violence -- even more monsters, little more ammo
* Nightmare -- (unlocked only if you manage to beat DoomRL on at least "Hurt Me Plenty" level) monsters as per Ultra-Violence, monster respawn, monsters attack more often

Difficulty Level will be noted in the highscore list and mortem.txt, also it will give a following modifier to overall score:

* I'm Too Young To Die -- *1/2
* Hey, Not Too Rough -- standard
* Hurt Me Plenty -- *2
* Ultra-Violence -- *4
* Nightmare -- *8

The Difficulty will be chosen at the beginning of the game.

What do you think?
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Igor Savin

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Proposed Feature - Difficulty Levels
« Reply #1 on: October 23, 2005, 18:38 »

Hm, there could be XP gain increase at more difficult levels. Nightmare can feature random monster generation during the game (this can replace respawn, as it's easier to implement).

Will there be ASCII art for different Marine faces-difficulty levels in the beginning :)? Or was it Wolfenstein-only feature?..

How about progressive difficult, like in Max Payne (yeah, yeah, undoomish; just considering the options)? The better you perform (less turns, more monsters killed, less damage taken), the more difficulty raises, and if you do poor, it decreases. Not necessarily Difficulty Levels changing, bu certain variables can be adjusted - like monster generation rate, ammo\supply generation rate...
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Kornel Kisielewicz

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Proposed Feature - Difficulty Levels
« Reply #2 on: October 23, 2005, 18:55 »

Quoting: Igor Savin
Hm, there could be XP gain increase at more difficult levels.

XP gain will be naturaly higher because of the higher amount of monsters.

Quoting: Igor Savin
Nightmare can feature random monster generation during the game (this can replace respawn, as it's easier to implement).

Yup it will be so.

Quoting: Igor Savin
Will there be ASCII art for different Marine faces-difficulty levels in the beginning :)? Or was it Wolfenstein-only feature?

It was Wolfenstein ;-).

I don't like the progressive difficulty -- seems too... hmm... easy on the player ;-).
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JimmyJ

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Proposed Feature - Difficulty Levels
« Reply #3 on: October 23, 2005, 22:21 »

Well, i think ascII art for marine face difficulty levels would add to the "DoomRL" "Experiance".
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Kornel Kisielewicz

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Proposed Feature - Difficulty Levels
« Reply #4 on: October 23, 2005, 22:44 »

Ok, but find me someone who will draw those faces :-P
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JimmyJ

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Proposed Feature - Difficulty Levels
« Reply #5 on: October 24, 2005, 01:19 »

i dunno, who drew the pictures of the monsters in the "more info" box?
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Kornel Kisielewicz

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Proposed Feature - Difficulty Levels
« Reply #6 on: October 24, 2005, 02:24 »

Quoting: jimmyj
i dunno, who drew the pictures of the monsters in the "more info" box?

I did :-). It takes a lot of time tough :-/
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Aerton

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Proposed Feature - Difficulty Levels
« Reply #7 on: October 24, 2005, 07:45 »

Quoting: Igor Savin
How about progressive difficult ... The better you perform (less turns, more monsters killed, less damage taken), the more difficulty raises, and if you do poor, it decreases.


It was discussed a lot on rgrd and was generally considered as bad. No two player's will have the face difficulty and duscussing tactics, monsters, weapons and other part of the game becomes meaningless.
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Anonymous

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Proposed Feature - Difficulty Levels
« Reply #8 on: October 25, 2005, 10:43 »

Don't forget double ammo on Nightmare difficulty.
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Aerton

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Proposed Feature - Difficulty Levels
« Reply #9 on: October 25, 2005, 11:47 »

Quoting: Anonymous
Don't forget double ammo on Nightmare difficulty.


The Chainsaw doesn't need ammo or repair! ;-)
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JimmyJ

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Proposed Feature - Difficulty Levels
« Reply #10 on: October 26, 2005, 03:48 »

Quoting: Aerton
he Chainsaw doesn't need ammo or repair! ;-)


Maybe it should use gas?
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jake250

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Proposed Feature - Difficulty Levels
« Reply #11 on: October 26, 2005, 03:59 »

Quoting: jimmyj
Maybe it should use gas?


No. It already got a big handicap : close range. Gas would not make it "balanced" enough IMO. Sorry if im rude but I realy don't want that :P
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Kornel Kisielewicz

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Proposed Feature - Difficulty Levels
« Reply #12 on: October 26, 2005, 04:10 »

Well neither do I because of the same reason... in the early design stages of DoomRL there was the idea. But seeing how little people use close range weapons that would render the chainsaw completely useless :-P
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Aerton

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Proposed Feature - Difficulty Levels
« Reply #13 on: October 26, 2005, 07:04 »

If any change is to be made with the Chainsaw, it's improving it's accuracy. Even poor former humans manage to dodge it.

Currently we already have one useless melee weapon - combat knife.
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Zephyre Syx

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Proposed Feature - Difficulty Levels
« Reply #14 on: October 27, 2005, 04:24 »

Quoting: Aerton
Currently we already have one useless melee weapon - combat knife.

Yea.  Combat knife plus the time to switch it vs. Point Blank range with the pistol plus more damage.  Throwing it out to the trash or making tactical advantages with the use of the knife could help.

Oh, have you checked out http://voyager.adsl.dk/tools/jpeg2ascii/ ?  Well, just trying to help with turning pictures to ascii thingy, even if myself don't use it much.
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Kornel Kisielewicz

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Proposed Feature - Difficulty Levels
« Reply #15 on: October 27, 2005, 17:07 »

Quoting: Zephyre Syx
Yea. Combat knife plus the time to switch it vs. Point Blank range with the pistol plus more damage. Throwing it out to the trash or making tactical advantages with the use of the knife could help.

Any suggestions how to fix it?

Quoting: Zephyre Syx
Oh, have you checked out http://voyager.adsl.dk/tools/jpeg2ascii/ ? Well, just trying to help with turning pictures to ascii thingy, even if myself don't use it much.

I use a similar program ;-). You don't think I've drawn all those monsters by hand, do you? I only made corrections to the generated images, and then hand coloured them.
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Kornel Kisielewicz

Anonymous

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Proposed Feature - Difficulty Levels
« Reply #16 on: October 28, 2005, 13:00 »

Quoting: Kornel Kisielewicz
Quoting: Zephyre Syx
Yea. Combat knife plus the time to switch it vs. Point Blank range with the pistol plus more damage. Throwing it out to the trash or making tactical advantages with the use of the knife could help.

Any suggestions how to fix it?


Make an assignable melee weapon would be the only way.

That, and/or making them 100% accurate.

Or free action to switch to a melee weapon...
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JimmyJ

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Proposed Feature - Difficulty Levels
« Reply #17 on: October 29, 2005, 02:44 »

Quoting: Kornel Kisielewicz

I use a similar program ;-). You don't think I've drawn all those monsters by hand, do you? I only made corrections to the generated images, and then hand coloured them.


What program\s do you use?
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Anticheese

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Proposed Feature - Difficulty Levels
« Reply #18 on: January 03, 2006, 04:44 »

I think that we should take a leaf from Jazz Jackrabbit here and make it so that as you select different difficulty levels a more tougher faced marine will appear to the side of the selection screen

(I.E Baby like for ITYTD up to uber-tough for nightmare)

Ok fine, JJR didint have marines, Allthough later on it DID have turtles with laser rifles.

EDIT: I approve of the idea
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Lexman

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Proposed Feature - Difficulty Levels
« Reply #19 on: March 08, 2006, 07:02 »

Quoting: Anticheese
I think that we should take a leaf from Jazz Jackrabbit here and make it so that as you select different difficulty levels a more tougher faced marine will appear to the side of the selection screen


I like that idea. it would make people want to try diffrent difficulty lvls more
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Shinji_Ikari_9th

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Proposed Feature - Difficulty Levels
« Reply #20 on: April 05, 2006, 03:12 »

The way you're looking at the difficulty level modifiers looks like a sweet idea.
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