on 23-06-2011 09:39 PM
on 24-06-2011 03:55 AM
z: I was planning to remix your W.I.C.K.E.D. with power spawns and levelling system. Killing enemies nets specific points. When you reach certain points you "Lvl Up" and 2 powers spawn when you reach a checkpoint. You got 5-10 secs to pick em up but catch is you can only pick one of the two [they're spaced out]. The problem I faced was making leveling up independent of checkpoint system, but checkpointing kinda broke it, as in, any "XP" gained after last level-up but before a checkpoint was lost when hit a checkpoint. Try something like that?
Feel free, I was design with mixers in mind.
Actually, truth be told, I can think of something to make that work.
You'll need to make a checkpoint system specifically for that. It'd be easier to show you with W.I.C.K.E.D. 2, which I might be posting today with luck. But what you would need to do is use some combiners and monitors as well as checkpoints that are triggered (these checkpoints are never used as a actual load point but as a term and condition for the monitor).
So setup like "When the mission starts and BlastCheckpoint (checkpoint that's triggered when Blast is collected) has been triggered (Key here is triggered not current checkpoint) -> Object Modifier Enabling Blast."
Checkpoints are the only thing I know of that saves when you checkpoint and load. So no matter how far back (say Round 1) you collected Blast, you'd have it till Round 10. Unless you include some logic to disable it or something.
You might have better succes using W.I.C.K.E.D. 2 in terms of remixing and adding something like that. Which is right here bee tee dub:
P.S. Pick the blue pill for your first playthrough.
Oh checkpointing powers was alright, that worked. Problem was something like this:
1. Player kills 5 enemies to reach XP Lvl2 and unlocks Precision.
2. Player needs 10 more kills to reach XP Lvl3.
3. After 8 kills mission checkpoints.
4. Player still has Precision, but Instead of 2, next power unlocked at 10 more kills. So count of enemies killed between last Lvl UP and next checkpoint is lost.
How do checkpoints affect counters? I think they reset them, right?
on 24-06-2011 04:26 AM
1. Put a counter for any enemy incap'd. Count of 5, it checkpoints "Exp Lvl 2" Add a disable switch from the incap monitor to the counter with a monitor going to it set on "Mission Starts & Checkpoint Triggered Exp Lvl 2"
2 & 4. Place a splitter after previously mentioned counter to a Combiner set on Any to a counter of 10 to a object mod that enables Exp Lvl 2 Power. Put a combiner from the disable monitor (or if this doesn't work, a indentical monitor to the one you used to disable the previously mentioned switch.
This ensures the that either
A) The counter to enable the Exp Lvl 2 unlock doesn't start until after a count of 5
B) Or if you die/fail checkpoint, it still needs a enemy incap count of 10 to unlock Exp Lvl 2 power.
3. Set a splitter from the 1st monitor of any enemy incap'd to a counter of 8, once 8 is hit. Checkpoint.
But it raises the question "If I get 5 kills and then say die, how do I avoid it checkpointing me back to where I got the 5 kills and not prior?
Well said splitter from #3 going to a counter of 3 which checkpoints the kill of 8 checkpoint.
on 24-06-2011 10:12 PM
Difficulty is difficult to nail. The mission should be hard enough that strategy and thinking are needed to win, but easy enough that a decent, thinking player shouldn't fail. I design my missions the way that I want. During my playtests, if I find the mission is too difficult or too easy, I tinker with enemy damage output or HP until it feels right.
I know I walk into a trap when I do so, but I don't want to judge a book. I'll start a mission called Kill 'Em All by a player with a bunch of Xs in their name. When I start, I see that they did nothing but take the template and add more enemies. So I spawn surrounded by 20 Militia, six men with gatlung guns, three Crushers, and two Ravengers. I die before the screen fully fades in. How on Earth was he able to publish this? That's too difficult.
on 25-06-2011 05:13 PM
Yeah. By my later playtests in W.I.C.K.E.D. 2 I found myself dropping damage for certain enemies. Some only in certain rounds, others after a certain round. Example: Shotgunners (or rather, the group with the most shotgunners, no group is 100% one type of enemy). They start off doing only 60% damage to Cole. By Round 9 & 10, they only do 20%ish damage to Cole.
Their knockdown ability with each shot is bad enough. I felt the near RPG damage they do on top of everything else in Rounds 9 & 10 was just too much. I also lower all enemy damage to Cole in Rounds 9 & 10. It was really one of the best ways to balance it.
I also did not use any of the default health settings for Ice enemies. Well the regulars anyway. 700 was too much. I started dropping RPGs and Shotgunners to half that as balance to their knockdown & high damage. I also dropped Automatics & Shields to like 400-500.
WICKED 2 required more playtesting than the first due to all the variants of enemies. Eventually, it became hard to tell if I was making it too easy or if I was just becoming good at it. Be nice if I could send someone the mission or invite them to hop in and try it before I make it playable to everyone.
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