RE: RE: Gamedev blog : My progress making a game for 2 game jam part 2 - 003
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RE: Gamedev blog : My progress making a game for 2 game jam part 2 - 003

RE: Gamedev blog : My progress making a game for 2 game jam part 2 - 003

is the dungeon completely random because you might want a system that makes sure the level can be finished and there's always a way to not jump to your death

according to the original q of games one of the main rules of core game development is that, regardless of difficulty, it should always be possible to finish, even if it requires world-class street fighter or tekken level combo skills on a joypad, it should never come down to simply being impossible so if you generate the dungeon on every jump the player HAS to have a pad to land on from which he can contine or in worst case re-start (not advisable), its a psychological thing

to calculate if there's a platform in reach before rendering the screen to screen shouldnt be too hard depending on the versatility of the tool you're using but its very important that the player never gets the feeling that the game is simply cheating to the point of impossible

... i sound like some ancient whatever dont it but

it does make sense

take your average prepare to die edition : even at ng 7+ its possible to do it, it will never put you in a position where you get stuck at a point where suicide is the only option

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