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Add star seek adaptive difficulty #47
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Adaptive difficulty looks good to me; potentially an additional useful parameter is to keep track of something like a "streak". We might not want the difficulty to change with every game, but maybe you complete the current difficult 3 times or something like that. It should be quite easy to do with the save data and we can always initially default it to 1 so we're changing difficulty every time, but it would just give them some extra options in play-testing (especially if they're ending up with weirdly small increments between difficulty levels it might work better to have a 15 or 30 second increment but ask for a short streak instead of updating every time). |
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The screen limits seem to be working nicely, but it also means that there are only 4 locations that are being spawned; is this the desired behaviour? I got the impression from the original document that the stars could appear anywhere within the field of play (except presumably where we have UI elements in the way!) |
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I'm going to put this back to draft while I add the features we discussed in the meeting today 👍 |
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@mmcleod89 @thompson318 - I think this PR is ready to review again now. In addition to the changes mentioned above, I've added:
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Looks good and plays well. All stars were on screen for me and in different positions. One question about if/how we should control for people putting silly values in for the parameters that would be good to look at before merging.
projects/AstroBalance/Assets/Scripts/StarSeek/StarSeekManager.cs
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projects/AstroBalance/Assets/Scripts/StarSeek/StarSeekGenerator.cs
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Thanks @thompson318 - I think I've addressed all your comments now. I removed the un-needed It's tough to ensure these values are always valid, as they will also depend on what |
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Looks good.
For #16
As discussed with David (see new info on the issue), adaptive difficulty for this game is focused on changes to the overall time limit.