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@@ -463,13 +463,6 @@ Difficulty should affect systems through explicit multipliers and overrides:
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Avoid making difficulty depend on hidden rules. The player should be able to understand the broad promise of each difficulty from the menu.
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Suggested presets:
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- Easy: more shield charges, slower enemy projectiles, fewer spawns, generous drops, no score bonus.
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- Normal: intended baseline for first completion.
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- Hard: faster enemy projectiles, denser clusters, stricter boss timings, moderate score bonus.
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- Expert: highest density and speed, fewer retries or shields, strongest score bonus, intended for highscore runs.
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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.
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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
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(NestedProjects) = preSolution
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{6F63FE1D-9388-4826-9781-63D8C0AE4155} = {0AB3BF05-4346-4AA6-1389-037BE0695223}
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EndGlobalSection
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EndGlobal
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@@ -1,7 +1,4 @@
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<Project Sdk="Godot.NET.Sdk/4.5.1">
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<ItemGroup>
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<ProjectReference Include="..\src\SideScrollerGame.Sim\SideScrollerGame.Sim.csproj" />
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</ItemGroup>
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'android' ">net9.0</TargetFramework>
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