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Difficulty curve How a game difficulty changes over time is commonly called a "difficulty curve", which you can probably find some more resources about online. The basic idea is the game should get more difficult over time as the player gets more comfortable with the mechanics to constantly keep the game challenging. This doesn't have to be dynamic ...


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A dynamic difficulty system has the purpose to adjust to challenge of the game to the skill level of the player. But you can use the difficulty setting chosen by the player as a guide for the level of relative challenge the dynamic difficulty should aim for. On "Hard", make it adjust in a way that the player is always slightly overburdened to keep them in a ...


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I'm sorry, but we can not answer this question for the general case, because interviewers are not all the same. People who make hiring decisions are all individuals who apply their own personal judgment systems and expect very different things. While one person might be impressed by the extra length you went to, another might wonder why you are wasting your ...


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Avoid having big dips or spikes in difficulty, and make it so easy challenges can be beaten faster by being more reckless. If you have big dips and spikes in difficulty, like a bunch of easy fights followed by a difficult boss, then any player will either be bored by the easy fights or find the boss frustratingly difficult. But if the fights before the boss ...


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How do we fix this? I'm not sure there is anything to fix, but if you really want an answer: You make good difficulty levels. Not all players want to have a dynamic difficulty level, and not all games would allow such a feature (not to mention that it could be much harder to get right). You have to identify the challenge the player wants to face. For ...


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While Philipp's suggestion works quite well, it wasn't quite enough for me, so after giving it some thought I found a definitive solution. Finding the roll angle is actually not that difficult: I start by removing the forward component from the direction vector (red). I can then compute the dot product between this vector (green) and the world up vector (...


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I once solved the problem in a way that sounds fake but feels surprisingly good: Mouse controls pitch and yaw, relative to the horizon. Roll is just a visual effect determined automatically by the current angular velocity. In other words, flying a curve makes the plane bank, not the other way around.


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i would suggest that you do some work on your design - it is a very good idea to rethink your design to make better (less bugs) 🐜 , better to test & maintain and even adding new features. refactoring into dynamic context You can move your whole static code into a dynamic context once you start your static main method public class Game { //static ...


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v(t)=V0 * (1 - exp (-t/t0)) is standard capacitor charge voltage equation which looks like diminish return


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You don't necessarily need to run such games server-sided. When the user exits the app, you save the game-state with the current time and date. When the player restarts the app, you reload the savegame, check the time and date of the device to see how much real-world time expired and simulate that time. You could also do this server-sided if you want to. ...


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