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Oct 25, 2014 at 2:45 review Reopen votes
Oct 25, 2014 at 17:14
Oct 25, 2014 at 2:27 history edited Panda Pajama CC BY-SA 3.0
Pretty much rewrote the question to make it clearer and hopefully get it reopened.
Oct 24, 2014 at 16:23 comment added akaltar Not very specific to this, but I seen this best done in Warcraft 3-s last map. It was a time limit game, this way you can make sure, that things get really hot at the end.
Oct 24, 2014 at 16:06 history closed Anko
Kromster
CommunityBot
Needs more focus
Oct 24, 2014 at 15:07 answer added LeFauve timeline score: 0
Oct 24, 2014 at 14:23 history edited 4rlekin CC BY-SA 3.0
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Oct 24, 2014 at 13:42 history edited 4rlekin CC BY-SA 3.0
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Oct 24, 2014 at 13:32 answer added user2813274 timeline score: 0
Oct 24, 2014 at 11:54 history edited 4rlekin CC BY-SA 3.0
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Oct 24, 2014 at 11:29 answer added It'sRainingMen timeline score: -2
Oct 24, 2014 at 9:28 vote accept 4rlekin
Oct 24, 2014 at 9:14 answer added BiAiB timeline score: 1
Oct 24, 2014 at 8:57 comment added Gere You could try to have individual tasks, which you yourself can test. Say you practice your game a lot and then you manage to set up a perfect situation in 1 try out of 40. Now you try to profit from this set-up to further succeed in 1 of 50 attempts. For these 50 attempts you can cheat and artificially create the perfect set-up you proved to be possible. But the user cannot cheat and his success-rate would be 1/40*1/50. All you have to do is to chain many of such challenges.
Oct 24, 2014 at 8:48 answer added Panda Pajama timeline score: 19
Oct 24, 2014 at 8:39 history edited 4rlekin CC BY-SA 3.0
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Oct 24, 2014 at 8:24 history edited 4rlekin CC BY-SA 3.0
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Oct 24, 2014 at 8:16 comment added NoDataDumpNoContribution @4rlekin I actually think opening such questions for each genre (you are interested in) would be a good idea, since each genre is a bit different and probably requires different solutions without a general formula for all types of games. But it's okay. I don't want to disturb this question more since I also cannot contribute much beyond player testing.
Oct 24, 2014 at 8:15 comment added Kromster @4rlekin: Different genres naturally need different approaches in MANY areas. So that would be okay. I suggest you to do it, otherwise the question is too broad.
Oct 24, 2014 at 8:14 comment added 4rlekin @KromStern: Well, i didn't really asked about platformers only, it was just an example to clarify. Restricting question would result in possibility to open such question for each imaginable genre and im honestly not sure if that would be good thing
Oct 24, 2014 at 8:12 comment added 4rlekin @Trilarion: Im not looking for one. I got saisfying answer for simple example of platformers. How to (generally) manage it in RTS would make even better answer though i realize how hard and inaccurate would it be. But still (leaving AI behind as complicated subject itself) how one check if resources on map are sufficient to win mission in campaign ? Distances between players and stuff ? I know it is much more vague so i would expect that much vague answer, but gamedevs do it somehow...
Oct 24, 2014 at 8:11 comment added Kromster @4rlekin: Are you okay with reformulating the question focusing on platformers? Because different genres need different approaches and listing all of them would make the question too broad - and closed.
Oct 24, 2014 at 8:10 comment added NoDataDumpNoContribution @KromStern I think only if you restrict it to platformers or another single kind of games.
Oct 24, 2014 at 8:10 review Close votes
Oct 24, 2014 at 9:32
Oct 24, 2014 at 8:09 comment added Kromster @Trilarion: Playtesting is just one way of doing it. There are others methods applicable to platformers. This question works out good
Oct 24, 2014 at 8:07 comment added NoDataDumpNoContribution @4rlekin Okay in general this is quite a too broad question because there are so many different types of games out there. In strategy games for example you can increase the strength or number of the enemies until every player finds it hard. Obviously also there is no difficulty level that is equally difficult for every player because some player are just better than others. Maybe you just offer a range of difficulty settings and hope that all players abilities out there are covered. That's how it's done out there. I guess there is just no general formula of difficulty for all games out there.
Oct 24, 2014 at 8:02 comment added Kromster @Trilarion: Platformers are simple and their difficulty is more easily measurable, that makes the question answerable. Empirical measurement of difficulty in RTS or FPS is a lot harder.
Oct 24, 2014 at 8:00 comment added 4rlekin My question is about games in general, i just picked platformers as easiest way to specify what i have in mind. And im not after killing player, just how one can design extremaly hardcore moments and not making them impossible
Oct 24, 2014 at 7:57 comment added NoDataDumpNoContribution Is your question about plattformers or about all possible games? You do not really say anything. In general I would say it depends. If you really want something that is impossible write code that just kills the player at a random time. You are the God in your game universe and can do whatever you like.
Oct 24, 2014 at 7:49 history tweeted twitter.com/#!/StackGameDev/status/525554751484616706
Oct 24, 2014 at 7:45 vote accept 4rlekin
Oct 24, 2014 at 9:28
Oct 24, 2014 at 7:26 answer added AturSams timeline score: 1
Oct 24, 2014 at 7:17 history edited Kromster CC BY-SA 3.0
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Oct 24, 2014 at 7:15 answer added Kromster timeline score: 3
Oct 24, 2014 at 6:54 review First posts
Oct 24, 2014 at 8:16
Oct 24, 2014 at 6:52 history edited 4rlekin CC BY-SA 3.0
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Oct 24, 2014 at 6:46 history asked 4rlekin CC BY-SA 3.0