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DABS A Gadget To Increase/Decrease Difficulty.

Archive: 23 posts


Hello all.

Imagine a tool that lets you reduce and increase the difficulty of you level depending on the players skill. They way the system works is how many times they die is how the level gets easier, and how long they survive without a death the level will get harder. DABS is an acronym for Difficulty Automatic Balancing System.

So for the past 3 days I've been working on a little project. It started when I was making my 3rd platformer here (http://lbp.me/v/qpceps2). I thought that some people aren't all that good on difficult areas and so they leave, meaning you are less likely to get yays and hearts. So I created a prototype of a Gadget to reduce the levels difficulty, I got a lot of negative feedback from the system, this happened because the difficulty could only reduce. DABS Alpha Version 0.1.0 was too basic.

DABS Beta Version 1.0.0, after rebuilding the system from scratch I implemented so many new features, the system detects how many players there are now, then I added support for if people wanted to use sackbots instead of actual characters. I then made an additional 4 difficulties on top of the existing 3 meaning there are now 7. At this point the system couldn't increase.

Version 1.0.1, this was something big, something massive, I added support for players joining and leaving, this meant that players no longer needed to place a closed-level post at the start. Added a companion so that users need to place less logic when the difficulty decreases/increases and changes the object danger. I designed a whole new User Interface, I simplified the logic by rebuilding the entire way the system works, placing Toggles so the user could now disable difficulties, up to 4 can be disabled, I let the player choose how many deaths before the game gets easier, and let users turn off DABS with a Toggle.

Version 1.0.2, just small but vital, the system can now detect if something is broken, yes, if you delete a wire, or do something wrong then test it, you will be informed you have broken it. I re-wrote some notes and spell check all of them.

Version 1.0.3, this is the biggest so far, after 2 days I figured it out, how can the difficulty increase? I got it, and I did it successfully, DABS now features a fully working difficulty increase and decreasing system. I improved the user interface reducing the amount of counters needed to change the difficulty and put it all into 1. Double checked the notes just to make sure they made sense.

Version 1.0.4, a lot of new bug fixes and information was added here, when the difficulty got to the highest or lowest it would repeat when it changed to a difficulty past them, I fixed this by delaying the mouth. I added some new notes to the Guide and merged some together, I added a Updates Note Section so you know what's new. I noticed the difficulty was getting harder when it should be getting easier, and easier when it should be getting harder, I fixed this by swapping the Direction Combiner wires. Renamed some tags so they are shorted and simpler. Once again improved the User Interface, I did this by deleting obsolete logic and notes, moved some microchips and other various logic around.

So get your DABS Beta Version 1.0.4, it is released on the 9th of November 2013. Here. (http://lbp.me/v/qpb7rhr)

My next project is a LEB. This stands for Logic Easily Built. Clues in the name, if you don't know how to use effective logic, this will build it for you. In prototype stages.

Thanks,
Scott.

Edit: Don't forget feedback please.
2013-11-07 13:24:00

Author:
SEWO97
Posts: 637


I was thinking a lot of people are breezing through Levels thinking they're too easy, but my solution was simpler and less dynamic than yours. If I ever get around to making a platformer, I was going to have them select difficulty at the start. If they chose easy, all the checkpoints would be infinite, medium difficulty would provide extended life checkpoints and hard would emit standard checkpoints. I think a lot of otherwise great levels lose something when there is little or no risk. You don't feel like you have accomplished anything. I like the sound of your adjusting difficulty. I hope it works out for people.2013-11-07 15:59:00

Author:
DreadRandal
Posts: 434


I was thinking a lot of people are breezing through Levels thinking they're too easy, but my solution was simpler and less dynamic than yours. If I ever get around to making a platformer, I was going to have them select difficulty at the start. If they chose easy, all the checkpoints would be infinite, medium difficulty would provide extended life checkpoints and hard would emit standard checkpoints. I think a lot of otherwise great levels lose something when there is little or no risk. You don't feel like you have accomplished anything. I like the sound of your adjusting difficulty. I hope it works out for people.

Hi DreadRandal

Having the player chose a difficulty at the start causes them to restart the level if they find it not suited to their skill, most people don't even restart just leave without finishing then complain in the comments, that was to easy, or that part is too hard make it easier. But if balancing as they play, the score bubbles could be higher on the harder difficulties which would place you higher on the scoreboard.

Creators can still make the level hard with DABS, just not a hard as the Ultra Hard difficulty that if featured.

Scott.er
2013-11-07 17:07:00

Author:
SEWO97
Posts: 637


I'm not sure you read my whole post, specifically the part where I said I liked your idea. =)2013-11-07 19:44:00

Author:
DreadRandal
Posts: 434


I'm not sure you read my whole post, specifically the part where I said I liked your idea. =)

Hi DreadRandal.

I did, I'm just saying that your simplified version where you pick at the beginning of the level, then the inability to change the difficulty losing plays. It's still they way people do it, I just think it'd be better to implement my system, or something else similar to it in levels.

And thanks, glad you like it.

Scott.
2013-11-07 20:03:00

Author:
SEWO97
Posts: 637


I was thinking of making something like this, but my acronym is "A.D.A.", standing for Automated Difficulty Adjustment.2013-11-18 05:34:00

Author:
Felyne
Posts: 25


I was thinking of making something like this, but my acronym is "A.D.A.", standing for Automated Difficulty Adjustment.

What stopped you?

Scott.
2013-11-18 12:47:00

Author:
SEWO97
Posts: 637


Nothing, really. I already have a decent prototype but it needs to go through much more work. For example, it's influence needs to decrease on my wave-based Zombot level.2013-11-19 05:32:00

Author:
Felyne
Posts: 25


So, your version is built for such levels as a waved base. Interesting. I built mine for my platformers but it works in all level types. Oh, and shouldn't it increase? As the player progresses through the level it become furthermore difficult.

Scott.
2013-11-19 06:59:00

Author:
SEWO97
Posts: 637


Well think about this. If it consistently adjusted the difficulty even as you progressed further into the level, the difficulty would stay the same! My goal is to decrease its effect so there is some level of difficulty. I want a challenge!2013-11-20 01:56:00

Author:
Felyne
Posts: 25


I don't have a good grasp on your idea. In my mind I think you mean that as you progress the gadget has less effect on the level? Or do you mean after some time the difficulty will no longer change? Or...

Scott.
2013-11-20 10:47:00

Author:
SEWO97
Posts: 637


Your former thought is the correct one.2013-11-23 04:40:00

Author:
Felyne
Posts: 25


Your former thought is the correct one.

I have a clear understanding of what you meant now.

Scott.
2013-11-23 18:26:00

Author:
SEWO97
Posts: 637


Good. I looked at your system and I do have a suggestion for you. It detects when a player leaves but not when a player joins? This seems rather inconsistent to me and I thought I should point it out.2013-11-23 22:03:00

Author:
Felyne
Posts: 25


It doesn't? Thank you for the information. I'm working on a fix right now.

Scott.
2013-11-23 22:23:00

Author:
SEWO97
Posts: 637


No problem.2013-11-23 23:21:00

Author:
Felyne
Posts: 25


I have finished fixing it. Now fully working and I'm publishing it in the next 5 minutes or so...

Scott.
2013-11-23 23:24:00

Author:
SEWO97
Posts: 637


I guess I'm confused as to why this took days... I built the logic in my head while reading this post and honestly.. It shouldn't take more than 2-4hours to complete and have working to an excellent standard and bug free.2013-11-24 11:53:00

Author:
Archon453
Posts: 142


I guess I'm confused as to why this took days... I built the logic in my head while reading this post and honestly.. It shouldn't take more than 2-4hours to complete and have working to an excellent standard and bug free.

I never tested it myself with more players. I assumed it worked but seems I for got to add the counter reset with an or and a not gate. I'm a slow worker, I work on something for half an hour before I start working on a different level. I get bored easily.

Scott.
2013-11-24 15:42:00

Author:
SEWO97
Posts: 637


That LAPS tool of yours seems helpful to novice creators. I haven't tried it out yet though. Even though its locked that won't stop me! :32013-11-26 00:00:00

Author:
Felyne
Posts: 25


Still in the works, it's a lot more challenging than I expected.

I'd like to see you get through that lock... Doubt you will

Scott.

EDIT:


That LAPS tool of yours seems helpful to novice creators. I haven't tried it out yet though. Even though its locked that won't stop me! :3

I just noticed you played my levels. The LAPS one, unfortunately for you I have yet to place the system in the level for you to collect, too bad. And the other was my Galaktik - Rewind, which is there but nothing in it for you to see, there is some stuff placed around, but I'm still working on it.

I must ask you how did you get into my levels? I'm going to add a new kind of level lock, I'll build it myself. It will display a logo with cinematic video so YOU specifically cannot wonder around viewing my levels before I publish them. In the level it will say 'coming soon' in a higher case at the most boldest, biggest font you'll ever see in LBP.

Work a way around that then I'm out of ideas.

Edit: I also noticed you played Cardboard Chaos II, yes I'm going to add music, it is still yet to be finished. Going to be awhile though.

I must also ask, how do you like the new hub that I made, the previous versions, levels featuring. A brief comment would be nice, although more would be appreciated.

Scott.
2013-11-26 19:13:00

Author:
SEWO97
Posts: 637


Well, if you'd like I could take a look at making some logic for that, and see how it works. It really depends on what you're using it for though. If you're making a top-down level, or a side-scroller, with multiple enemies with life, I'd really just use a selector, with varying degrees, toggling which damage brackets your character could achieve. and have the same happen with your life, but in a degrading way.2013-11-27 01:28:00

Author:
Archon453
Posts: 142


Well, if you'd like I could take a look at making some logic for that, and see how it works. It really depends on what you're using it for though. If you're making a top-down level, or a side-scroller, with multiple enemies with life, I'd really just use a selector, with varying degrees, toggling which damage brackets your character could achieve. and have the same happen with your life, but in a degrading way.

It is made to make any logic the user wants it to create for them. It will included pre-built logic, some of which I have made in the past and I am going to make in future levels, such as sackbots enabled to dive or double jump, character animation controllers for levels like mario and such... etc. Guides will be included as well as credit towards the creator. In the notes section there will be a contributions microchip with usernames and other various types... I'm still considering how everything is going to work.

A little update to the gadget I made about 2 days ago is the ability to select the logic count output and the logic complexity... Big challenges await... I haven't made much progress in the past 2 days, I've been busy with college.

Scott.
2013-11-27 09:22:00

Author:
SEWO97
Posts: 637


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