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Choosing any difficulty does not affect gameplay #5

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atalarikt99 opened this issue Apr 9, 2024 · 7 comments
Open

Choosing any difficulty does not affect gameplay #5

atalarikt99 opened this issue Apr 9, 2024 · 7 comments
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enhancement New feature or request

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@atalarikt99
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Describe the bug
Choosing any options in the Difficulty settings does not affect the actual gameplay at all.

To Reproduce
Steps to reproduce the behavior:

  1. Run the Launcher.
  2. Click "More...".
  3. Choose any type of difficulty.
  4. Either click "Save config" and start from the launcher's main menu or click "Save and launch game".

Expected behavior
The game runs with the behavior according to the chosen difficulty as described.

Desktop (please complete the following information):

  • OS: Windows 10
  • Version: 10.0.19045 (Build 19045)
@Harchvertelol
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Thank you very much for your interest in the remake :)

Indeed, currently the difficulty level does not affect anything (it is not programmed), I will definitely do this at some point (maybe soon) :)

Moreover, if this is a very necessary function (for example, for you personally), I will try to do it even faster.

P. S. Now in the new upcoming version it works to save the level, points and number of lives when leaving the game. Thus, unlike the standard version, you can close the game and then start from the same level.

@Harchvertelol Harchvertelol added the enhancement New feature or request label Apr 29, 2024
@atalarikt99
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Thank you for the response as well.
Personally, I'd like to have this implemented sooner as I've found myself getting pwned by some of the enemies much more than I'd like to admit lol (those damn werewolves). I can't wait to see the checkpoint system as well!
Either way, will there be a more thorough overview on how to develop custom levels/mods for this?

P.S. Since the Dangerous Dave Pack is currently still sold on GOG.com (with the copyright directly under Romero himself, no less), I assume you'll add support to read the internal game files from the official release later?

@Harchvertelol
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I'll start implementing it :)

Checkpoints are a separate topic, so that the level is also preserved - it is feasible, but I don’t see yet what is necessary.

In general, levels can already be created through the Tiled editor (it will even launch through the launcher if you install it on Windows 10). But it requires Tiled version 1.7.2, otherwise for some reason the editor plugin stops working, and I don’t have time to deal with this now, unfortunately.

Internal files of the original from the game will not be opened for the reason that this is not necessary. I have a converter for the levels, and everything else is already taken out and used :)

@atalarikt99
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I think I didn't make myself much clearer, but my question regarding "a more thorough overview on how to develop custom levels/mods" asks whether you can make such a tutorial on making them. Or maybe I was just overthinking it and it'd be far easier for people to instead just take a look at TilEd tutorials out there and check the mod files to see how to put out custom music, etc.

Either way, is the 8 levels limitation static, or do you plan on addressing that too, so people aren't limited to making eight levels (more or less), or is that adjustable already?

Oh, and while we're at it, do you think this project could benefit from using Dear ImGui or is that too much of a hassle to implement in this case?

@Harchvertelol
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I'm going to make a video on creating levels for convenience. But I haven’t gotten around to it yet (the project is my hobby, I don’t earn anything from it, although there is a "boosty", there’s a "Support project" section on the main page).

The 8-level limit has long been resolved, this is demonstrated in the attached modpack in version 0.9. There can be any number of levels.

At the moment, the project uses TGUI, it is completely sufficient for the needs :)

@atalarikt99
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I'll be gladly waiting to watch your video, sooner or later.

As for the latter answers, I got it. Thank you for the kind assistance all this time, I'm looking forward to any further updates on this project. :)

@Harchvertelol
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Thank you! :) I'll leave it open for now for a reminder about the expected changes :)

P. S. Gradually I want to make a network mode, it is already in progress.

@Harchvertelol Harchvertelol reopened this May 3, 2024
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