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Hammerwatch Discussion / Re: Hardcore mode
« on: February 16, 2014, 05:03:24 PM »
my opinion...this game NEEDS a proper Highscore mode with leaderboard. At least for single player mode.
Some Ideas:
In Highscore mode save points just re-spawn player when an ankh is lost, but no loadable save is created.
At the campaign 'end' player characters meets his party on floor 1 again. A little sequence is shown which shows what happens before the bridge from the starting sequence crumbles. Then the program chooses next player character from the till now not played classes. Whole game campaign goes in next loop. After campaign loop has been played one time with each class , class choose goes completely random for ever. This makes the game theoretically playable for ever in all eternity with all possible variations occurring.
-------------------
Now:
If player dies with zero ankhs - Game Over! - and a high score is created.
This High score should be calculated with a diabolical fine-tuned formula which includes all the nice statistics collected:
something like
+ Damage done
+ Enemies killed
- Damage taken
- pickups taken
- Distance moved
- Breakables destroyed
- Mana used
+ Gold in possession
x 0.5 for easy / 1 for medium / 1.5 for hard
This means that highest score output is playing on hard with only standard attack at optimal route.
Additionally normal breakables should have a *VERY* small chance to contain EVERY possible pickup + an even smaller chance to contain scrolls that can give an upgrade from the sellers for free !
Whola! Here You have a nice 'hardcore/roguelike mode'.
PS: The 'gag' about Arcade Machine Gauntlet back in the days was, that hardcore players could play it 'for ever' with just 1 coin, because the game had no real end but repeated the levels endlessly with slight modifications. The arcade owners where not happy about this.
Some Ideas:
In Highscore mode save points just re-spawn player when an ankh is lost, but no loadable save is created.
At the campaign 'end' player characters meets his party on floor 1 again. A little sequence is shown which shows what happens before the bridge from the starting sequence crumbles. Then the program chooses next player character from the till now not played classes. Whole game campaign goes in next loop. After campaign loop has been played one time with each class , class choose goes completely random for ever. This makes the game theoretically playable for ever in all eternity with all possible variations occurring.
-------------------
Now:
If player dies with zero ankhs - Game Over! - and a high score is created.
This High score should be calculated with a diabolical fine-tuned formula which includes all the nice statistics collected:
something like
+ Damage done
+ Enemies killed
- Damage taken
- pickups taken
- Distance moved
- Breakables destroyed
- Mana used
+ Gold in possession
x 0.5 for easy / 1 for medium / 1.5 for hard
This means that highest score output is playing on hard with only standard attack at optimal route.
Additionally normal breakables should have a *VERY* small chance to contain EVERY possible pickup + an even smaller chance to contain scrolls that can give an upgrade from the sellers for free !
Whola! Here You have a nice 'hardcore/roguelike mode'.
PS: The 'gag' about Arcade Machine Gauntlet back in the days was, that hardcore players could play it 'for ever' with just 1 coin, because the game had no real end but repeated the levels endlessly with slight modifications. The arcade owners where not happy about this.