This commit is contained in:
2026-04-21 18:57:17 +02:00
parent 12a2868c9c
commit bf5c51abaf
3 changed files with 0 additions and 13 deletions

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@@ -463,13 +463,6 @@ Difficulty should affect systems through explicit multipliers and overrides:
Avoid making difficulty depend on hidden rules. The player should be able to understand the broad promise of each difficulty from the menu. Avoid making difficulty depend on hidden rules. The player should be able to understand the broad promise of each difficulty from the menu.
Suggested presets:
- Easy: more shield charges, slower enemy projectiles, fewer spawns, generous drops, no score bonus.
- Normal: intended baseline for first completion.
- Hard: faster enemy projectiles, denser clusters, stricter boss timings, moderate score bonus.
- Expert: highest density and speed, fewer retries or shields, strongest score bonus, intended for highscore runs.
Difficulty should not change core controls, mission order, weapon identity, or story outcome. Secret victory may require a minimum difficulty if the final topic benefits from that, but the requirement should be visible before the run starts. Difficulty should not change core controls, mission order, weapon identity, or story outcome. Secret victory may require a minimum difficulty if the final topic benefits from that, but the requirement should be visible before the run starts.
Difficulty-specific mission overrides can be used when multipliers are not enough. For example, a mission may add an extra enemy cluster on Hard and Expert, or replace a boss projectile pattern on Expert. These overrides should be optional and declared in mission data. Difficulty-specific mission overrides can be used when multipliers are not enough. For example, a mission may add an extra enemy cluster on Hard and Expert, or replace a boss projectile pattern on Expert. These overrides should be optional and declared in mission data.

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@@ -47,7 +47,4 @@ Global
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
EndGlobalSection EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{6F63FE1D-9388-4826-9781-63D8C0AE4155} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
EndGlobalSection
EndGlobal EndGlobal

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@@ -1,7 +1,4 @@
<Project Sdk="Godot.NET.Sdk/4.5.1"> <Project Sdk="Godot.NET.Sdk/4.5.1">
<ItemGroup>
<ProjectReference Include="..\src\SideScrollerGame.Sim\SideScrollerGame.Sim.csproj" />
</ItemGroup>
<PropertyGroup> <PropertyGroup>
<TargetFramework>net8.0</TargetFramework> <TargetFramework>net8.0</TargetFramework>
<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework> <TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>