Entirely based entirely around which difficulty has been chosen.
I've included an example map attached to this post showing off some basic tests/ideas I had in mind. The contraption on map start does the magic. Turn around and explore the four rooms, checking both Let's Rock and Come Get Some difficulties to see the differences.
I would note however that I haven't been the most up-to-date on all releases over the years and may be a little out of touch, so am uncertain if this hasn't already been discovered and utilised before. It was too fascinating of a concept to pass up experimenting with and wanted to share the results. I'd love to know of any releases that have or will apply this mechanic. Secondly, there may be further improvements to fine tune the setup depicted here.
The general mechanic works as follows:
- On map start while playing on Let's Rock or lower; a shrink-ray shooter will activate a target sprite before a door blocks it's path
- This target sprite activates various environmental/gameplay contraptions to make the level easier
- On map start while playing on Come Get Some or higher; an enemy blocks this shrink-ray projectile and a door closes before the second shot can be fired off.
- This target will never be activated on CGS (or whichever difficult the enemy has been set to)
- The enemy can later be teleported somewhere during gameplay via a switch/touchplate so all enemies can be killed.
Few examples what can change in a level based on difficulty, also included in the attached map below:
- How much cover during a fight is available
- Whether or not a room has tripwire traps
- Specific location of a key card
- Alternative paths through a level
Notes:
- Several shooter > target setups can be created to perform different tasks based on difficulties ranging from Piece of Cake up to Damn Im Good if desired. I kept things simple for demonstration purposes.
- To setup properly, always think backwards. The target sprite will activate things for the difficulties lower than what the enemy is set to. For example from the attached map: cover from enemy fire is added to POC/LR difficulties.
Attached File(s)
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_dflv_alternatives.zip (7.41K)
Number of downloads: 249