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Posted: Thu Oct 18, 2007 7:13 pm
by LogicDeLuxe
Dustin wrote:But I've come to think about it; the levels aren't that important to me ... It would be nice, however.
There are caves where the level option is quite fine, since changing random seed can extremely change the difficulty, but in other caves I'm gonna make, there isn't anything random so you can just put the DR up and the time down...
As you can have up to 48 caves (intermissions included) in PLCK and CLCK (a few less, if they are rather complex) compared to those hardcoded 20 of the BD1 and BD2 engine, there is no reason not to build just several versions of those caves in your game where it makes sense. This was done before in at least some PLCK games.

Posted: Thu Oct 18, 2007 9:56 pm
by Dustin
BTW, if anyone here would test some of my caves and tell me his/her opinion about it before I put 'em in the game, I#d be thankful. I'd send them to you, eg by mail. But don't steal the ideas ! ;-)

Posted: Fri Oct 19, 2007 2:51 am
by RTADash
Dustin wrote:BTW, if anyone here would test some of my caves and tell me his/her opinion about it before I put 'em in the game, I#d be thankful. I'd send them to you, eg by mail. But don't steal the ideas ! ;-)
I'll be happy to test them, there's a direct link to my email on the forum.

Oh, and don't worry, I won't steal any ideas :D. My RTABD 5-level versions of BD1 and 2 have already been done for a little while (I just haven't released them yet).