Continuing my little series of blog posts (Parts 1 and 2.), I present the final part!
As promised I'll talk about the platforming genre and how progressive difficulty and save points could affect it. But first I just want to take some points from the comments section and highlight them.
Wow. I totally love this idea. I tend to place unlimited lives at my bosses as they can be rather annoying at times, and if you get to the end of the
Updated 09-11-2009 at 01:33 AM by hilightnotes
Oi! School's diverted my attention from what's really important! Sorry for the empty days.
Alright, back to business.
In part one of this blog mini-series I talked about how LBP seemed to be lacking in the seemingly basic idea of progressive difficulty in a level. I also talked about how I felt that a save mechanism should be implemented into your levels when it fits, as explained in Part 1.
So now the question is: where do these ideas apply
Updated 09-11-2009 at 01:24 AM by hilightnotes
It has occurred to me suddenly, as most ideas often do, that whenever people discuss difficulty in a LBP level, it's always either "I'm making an easy level/I'm making a pretty hard level/I'm making a hardcore level" or something along those lines.
Since when was difficulty so black and white? For whatever reason, I feel that probably every single creator I've seen has overlooked the idea of ramping up difficulty as a level -- or series! -- progresses.