'todd' said:
Correct me if I'm wrong: I'm speaking from memory here.
However, memory suggests that CODE
variables[2].getInt()
contains the level in terms of all games run. So if there are 15 games and each one gets run once, the second time my game runs, it's probably going to have a level number greater than 15. So,
as I recall, I keep track of the level inside my game, using CODE
variables[2].getInt()
to check whether we're running the same series (variables[2] is greater than the last time I checked) or a new game (variables[2] is less than or equal to last time I checked).
I haven't looked at your code, DasFool. But I could totally see the difficulty ramping up too fast if you relied on CODE
variables[2].getInt()
reporting the level for your minigame instead of the game overall. I dealt with this in PandoraPanic.
Make sense?
Probably I should check whether this is in the wiki...
--Todd
That's another way to do it. But since it's theoretically possible that the same game comes up 4 times in the first 10 games, it would get hard real quick.
What i meant (and used in my minigames) is just to divide the total nuber of games played by a number (10 for instance), that way a level increase happens after 10 minigames, then 20, and so on.
Both ways work fine when playtesting though, so use whatever you see most fit
Edit: @ DasFool: your download link does not seem to work
I feel that this should be standardized, so that the minigames have a connected feel. Maybe we'd have the difficulty increase after every 10 levels, and you'd see a "Level Up!" screen after each block of 10 to let you know that it's going to get a bit harder. It would add to the polish.