New to Minefield is the Dynamic Difficulty. This works through a unique algorithm which functions much as a bracket system in League of Legends or other games. Every game you win earns you points and every game you lose removes some. Based on the current value of this number a level is created to match your skill level. This means that you’ll recieve easier puzzles if you begin struggling and harder ones if you are a minefield ace!
The goal of the Dynamic Difficulty feature was to create a system which would allow constant play that remained both fun and challenging no matter your skill level. I believe I have accomplished this here.
While the backend of the dynamic difficulty is backed by the other alternatives it uses a sliding scale to move between them. Beyond the four built in difficulties two additional ones have been added which serve to provide extremely easy and near impossible difficulties for you to play. These are provided to prevent a capping at either of the main ends of the spectrum and to make it a softer end.
The system will continue to be updated throughout development but feel free to check it out and let me know what you think!
Note: Due to the dynamic nature of the difficulty no global highscore table exists for the Dynamic difficulty.
Also added in this update:
Changes to the rank system. Instead of using Greek to represent groups of 5 I now use 1-50 for the rank. Currently your rank is proceeded by the Greek character Alpha. This may change later.
Some difficulties require certain ranks. Dynamic Difficulty requires rank 2, Medium requires rank 5, Hard rank 10 and expert rank 15.
Fixes and improvements to the Game Jolt API implementation (it works now).
Finally, I am preparing for a Windows 8 release soon so a number of the most recent features (not mentioned here) do not impact the web player (Game Jolt) version. More news about the upcoming Windows 8 release soon!
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