Well im starting work on this, it works on a system where you can continuosly keep adding on blocks to it, so once it's done, we can make blocks for it after.
i just need some probability.
there are 10 tiers.
10 will be rare, the main focus is the increasing speed of the ball.
i will want to keep it around 2 to 4 tier levels and then 3 - 6 and then 5 - 8 but i want to keep a consistant balance of blocks, rather than taking early tiers out, just add in new ones.
anyway the gradient of difficulty will also be small.
TIER 1 - automatic, nothing needs to be done. ramps, flats. so you do nothing.
TIER 2 - single event, either jump or speed.
TIER 3 - single event with ramps and stuff.
TIER 4 - two events, can be two the same or not.
TIER 5 - Decisions, two ways to go.
TIER 6 - Two events, more logic required.
TIER 7 - two events still but timing will be more important.
TIER 8 - stuff like super jump introduced.
TIER 9 - three events.
TIER 10 - two/three events, super jump and timing is crucial.
Tier 1+2 blocks will always be used to connect events, most commonly only tier 1 blocks. three tier one blocks may occur in a row after a 10 tier block to give people a break.
Just thought id outline the guidelines, im not going to bother writing the programming structure of this as i doubt anyone will actually read it and use it.
i just need some probability.
there are 10 tiers.
10 will be rare, the main focus is the increasing speed of the ball.
i will want to keep it around 2 to 4 tier levels and then 3 - 6 and then 5 - 8 but i want to keep a consistant balance of blocks, rather than taking early tiers out, just add in new ones.
anyway the gradient of difficulty will also be small.
TIER 1 - automatic, nothing needs to be done. ramps, flats. so you do nothing.
TIER 2 - single event, either jump or speed.
TIER 3 - single event with ramps and stuff.
TIER 4 - two events, can be two the same or not.
TIER 5 - Decisions, two ways to go.
TIER 6 - Two events, more logic required.
TIER 7 - two events still but timing will be more important.
TIER 8 - stuff like super jump introduced.
TIER 9 - three events.
TIER 10 - two/three events, super jump and timing is crucial.
Tier 1+2 blocks will always be used to connect events, most commonly only tier 1 blocks. three tier one blocks may occur in a row after a 10 tier block to give people a break.
Just thought id outline the guidelines, im not going to bother writing the programming structure of this as i doubt anyone will actually read it and use it.