Dynamic Difficulty Adjustment Added


It has been some time since I last updated the game prototype. I knew that a key component had to be addressed by various testers: Difficulty.

Before, the enemy fish will always assault players with full force. Some even commented that would be reserved for expert play. Also, the urchins were a big hassle when spawning in large numbers fast. Therefore, I had to fix up those issues before it was ready to be published.

Therefore, I am proud to announce that Fintail Gladiator now has dynamic difficulty adapter and a smoother challenge curve reflected by the list of changes below. 

New feature:
Dynamic Difficulty Adjustment (aka Rank Control)
Instead of dealing with super aggressive foes right from the start, now the opponents will start out slow and steady so newcomers can easily take opponents out.
When players perform well, difficulty will spike up quick. Perform poorly, difficulty will drop down. This currently applies to only opponents that have spawned. They are not yet adjusted in real time.

Balance changes:
Number of waves have expanded and difficulty curve is more spread out to presumably reflect player skill and progress.
Urchin spawning rate has decreased significantly. Now they will spawn after a longer period of time and will gradually increase so that players can focus on taking out opponents fast.

Visual changes:
Now the opponent fishes' fin tail blades are now colored grey instead of white to distinguish against players with white fin tail blades. They are placeholder graphics until they receive a more stylistic fin tail blade.

Bug fixes:
Critical - when players are shrunk into small fries, the small fries were controlled only by player 1, a massive oversight even with object pooling. Now each player can properly control their small fry in the same way as normal sized fish.
Critical - now stock loss is properly counted when each player's fish is shrunk (normal sized fish inactive) and their small fry is actually eaten.
Semi-critical - Reduced occurrence of moving to next wave when there are some fish remaining.
Opponents remaining per wave now counts when opponent small fry disappears (OnDisable). There is still a very tiny chance an extra fish will spawn when a fish is hit due to multi-collision hit (OnCollisionEnter2D).
Semi-critical - Modified script execution order of various scripts, especially on High Score and name entry table since Unity's default script execution polling can sometimes bring inconsistent results and high scores table simply freeze without entering name nor exiting to main menu.
Minor - Removed inconsistent palette colors when small fry spawns, that usually is caused by the flash regrow and Unity's delta time, thus previously spawning small fry with inverted colors, an undesirable trait.

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After all that, feel free to either watch a few gameplay videos to get an idea; or try out the game yourself and leave feedback on my discord server, which is posted on the project page.


Next feature goal: MAPS

So far, only a single map has been displayed throughout the game. I want to implement multiple maps to provide a variety of scenarios form varied placements of solid tiles, spawners, and even allowing open space.

Files

fintailPC_01_5_01_Linux.zip 23 MB
Oct 10, 2020
fintailPC_01_5_01_Win64.zip 23 MB
Oct 10, 2020
fintailPC_01_5_01_Win.zip 21 MB
Oct 10, 2020
fintailPC_01_5_01.app.zip 23 MB
Oct 10, 2020

Get Fintail Gladiator Prototype

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