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EthanDriscoll

5
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A member registered Aug 25, 2020 · View creator page →

Creator of

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Thank you, it is very much appreciated! I am hoping to be able to continue this project all the way.

Agreed and ty

Someone else mentioned an upgrade tree, which I am going to look into. But I am also wondering if you had some thoughts on the difficulty scaling. I'm currently thinking about different ways to scale the difficulty. I think that just increasing the number of enemies per wave was not the best choice, but instead manipulate health and damage variables, and still have the amount of enemies as another way to increase the difficulty scale. Then also new spawner locations to pick from random areas, and expand the ways that enemies may spawn. Let me know if you have any thoughts on that.

That is very interesting for the mouse capture, could be a hardware issue, or a game lag stutter issue that I may have in Unreal.

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I could look into some ways to implement an upgrade tree into my current, non shared lore. I like that idea. I am also going to be looking into expanding the lore via an entrance cutscene and environmental effects. One of my main questions would be on difficulty scaling. I'm currently thinking about different ways to scale the difficulty. I think that just increasing the number of enemies per wave was not the best choice, but instead manipulate health and damage variables, and still have the amount of enemies as another way to increase the difficulty scale. Then also new spawner locations to pick from random areas, and expand the ways that enemies may spawn. Let me know if you have any thoughts on that.