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choosing between hard and easy options in a quest.


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#1 Soarin

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Posted 01 July 2007 - 11:27 PM

I am am making quest that will open up with the story. And after the story the player will have the option of choosing between hard and easy. Now here is my question how to i set these options up to where you choose hard and the quest will be hard. instead of easy.

Edited by bringer of destruction, 01 July 2007 - 11:29 PM.


#2 Reflectionist

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Posted 01 July 2007 - 11:37 PM

You have to make two different versions of the quest, one where the puzzles are harder, where the enemies are tougher, etc....

And in the beginning, have the player go through one of two doors, an 'easy' door, and a 'hard' door.

#3 Soarin

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Posted 01 July 2007 - 11:40 PM

Does that mean I have to make 2 of everything?

Edited by bringer of destruction, 01 July 2007 - 11:53 PM.


#4 Schwa

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Posted 02 July 2007 - 11:15 AM

It's often more trouble than it's worth unless the Quest is a true blockbuster. Basically you have to make your entire Quest, then duplicate every screen and Dmap in the entire Quest, then go in and change stuff in the copy to make it harder. This also means double the beta testing. Go for it if you feel up to it, but it'll take a long time.

#5 Link1

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Posted 07 July 2007 - 02:24 PM

Wolfstyle DX has a difficulty mode - you choose the difficulty level at the start and it remains throughout the quest.

#6 ShadowTiger

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Posted 07 July 2007 - 02:26 PM

Yeah, I have no idea how she did that if it wasn't for creating two different map styles.


I think there is a way to make all the enemies harder, actually, for a "Hard" mode. It'd be a global script which, upon entry into a new screen, (Or just leaving the previous screen,) goes through a for loop (i = 0, i = f + 1, f = 10) multiplying the HP of all enemies by 2. Eh. Could be done, I think.

#7 Sharon Daniel

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Posted 07 July 2007 - 02:38 PM

QUOTE
I think there is a way to make all the enemies harder, actually, for a "Hard" mode. It'd be a global script which, upon entry into a new screen, (Or just leaving the previous screen,) goes through a for loop (i = 0, i = f + 1, f = 10) multiplying the HP of all enemies by 2. Eh. Could be done, I think

That sounds like the best idea for a "hard mode". And doubling the enemies' attack power as well.




EDIT: Corrected the plural-possesive form of the word "enemy". icon_sweat.gif

Edited by Sharon Daniel, 07 July 2007 - 02:40 PM.


#8 Alestance

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Posted 07 July 2007 - 03:08 PM

or you can do it the Cave Story way - Have it that Hard Mode is a bunch of extras near the end that deepen the plot and add more difficulty, activated if certain conditions are met.

#9 DarkFlameWolf

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Posted 07 July 2007 - 05:34 PM

Heh, and Origin has 3 quests in one, so that does mean some map duplication. icon_razz.gif

Edited by DarkFlameWolf, 07 July 2007 - 05:34 PM.


#10 Linkus

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Posted 07 July 2007 - 06:33 PM

Yeah, this is true, but I recommend optional dungeons that hold some awesome power-ups that aren't really necessary to the quest, like the Gold Ring and the Level 4 Sword.

But if that doesn't suit you, there should be a mode where you get a invisible "Blue Ring" clone when you choose Easy, and scripts check if you have it or not when you get the upgrade.

Edited by Linkus, 07 July 2007 - 06:41 PM.


#11 Alestance

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Posted 07 July 2007 - 06:40 PM

or pose an almost impossible optional challenge throughout the game (such as going though the game without dieing) and set a script up to warp you to an alternate location, or alternate final dungeon.

#12 Theryan

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Posted 07 July 2007 - 09:23 PM

You could make 2 quest files, and just make one harder, but then the player has to choose before the story.

#13 Soarin

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Posted 07 July 2007 - 10:49 PM

I think that sounds like a neat idea.


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