Questions tagged [dynamic-difficulty]
The dynamic-difficulty tag has no summary.
7 questions
0 votes
1 answer
191 views
Automatically setting the parameters based on player's ability
I work on a simple arcade game. The player controls a diver. The diver moves forward at a constant speed. The player can use input controls to move the diver up or down. Along the way, the diver ...
5 votes
5 answers
607 views
If an AI is sure it is going to lose, what can it do to make the game fun for the player?
Context: I am contributing to a sequential turn based strategy game. I have an idea of how to improve it, but I need some input to help me do so. We currently have a really dumb AI that just follows a ...
0 votes
1 answer
198 views
Dynamic Difficulty Adjustment [closed]
Isn't there any algorithms for Dynamic Difficulty Adjustment? like a universal algorithm. Or is it made depending on the game that it will be implemented to?
1 vote
0 answers
183 views
Enemy awareness for Tower Defense [closed]
1I have a thesis project about dynamic difficulty in games and I'm focusing on Tower Defense genre. My plan let the enemy units or each units in a wave know that a tile on a path is dangerous (or many ...
9 votes
3 answers
2k views
How can I scale the number and challenge of enemies in an attack wave as the game progresses?
I'm currently making a defense game where enemies will spawn and attack the player's army. It's similar to a Tower Defense game, except there is only one level. The enemies will keep spawning until ...
4 votes
3 answers
5k views
Algorithm for game difficulty/pacing curve generation in single player RPG
I'm looking at this article about pacing in entertainment and games. It suggests that all good entertainment roughly follows a pacing/engagement curve like Star Wars(below). I'm interested in how I ...
7 votes
4 answers
373 views
Measuring enemy "success" against player
I've been toying with an idea for a game prototype where the player must defend against waves of enemies, but between each wave the enemies "evolve" to better combat whatever tactics the player is ...