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Steam News1 March 20251y ago

Development Blog #6

Hello! You are currently reading one of my development blogs. I write these development blogs so that I can talk about my game, Solar War. (If you’re not here for Solar War, then something’s gone terribly wrong!

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Full Solar War update

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Repeated intro

Hello! You are currently reading one of my development blogs. I write these development blogs so that I can talk about my game, Solar War. (If you’re not here for Solar War, then something’s gone terribly wrong!)

What changed

0 fixes2 additions3 changes1 removal
  • Events
  • UI and audio
  • Gameplay
changedThe New and Improved Difficulty4 difficulty options are simply not enough! This clearcut and simple system (Relaxed, Standard, Challenge, and Insane Mode) leaves the potential for players to find one difficulty too easy and another too hard! This has to change!!!
changedThe New and Improved DifficultyTo start the game, you simply press that “Start Game!” button on the… game landing screen? I don’t really have a good name for that screen…
changedOver 70 trillion difficulty options!!!Each one of these 12 difficulty sliders found on the previous screen can be adjusted independently from each other, leading to this absurd amount… There’s no way I can test them all, so there may be a few that are broken…
addedOver 70 trillion difficulty options!!!Don’t worry, the 4 initial difficulty modes won’t be going away, they’ll still be there. These modes are now “presets”, pressing them will set all of the sliders to be options that these game modes happened to set these sliders before, you just didn’t know about it. I may add an option to save more presets, however, that’ll be something that comes after 1.0.
addedScore Multipliers!(Fun options may affect the score multiplier too, so Standard Mode may not be 1.0x if you have some fun options enabled.)
removedAnd a unified high score, as wellNo longer will you have 4 separate high score databases! Now there

This is the 6th development blog in a series that need not be read in any particular order. (Mostly because I don’t care.) This development blog will talk about difficulty options; there have been some major changes because I felt that 4 difficulty options were just a bit too lacking!

The New and Improved Difficulty

4 difficulty options are simply not enough! This clearcut and simple system (Relaxed, Standard, Challenge, and Insane Mode) leaves the potential for players to find one difficulty too easy and another too hard! This has to change!!!

Obviously, I needed to make a more intricate system; simple just isn’t my style! So, instead of pressing a difficulty option to start the game, the difficulty options get their own screen!

To start the game, you simply press that “Start Game!” button on the… game landing screen? I don’t really have a good name for that screen…

Over 70 trillion difficulty options!!!

You heard that right, there are over 70 trillion difficulty options.

Each one of these 12 difficulty sliders found on the previous screen can be adjusted independently from each other, leading to this absurd amount… There’s no way I can test them all, so there may be a few that are broken…

Don’t worry, the 4 initial difficulty modes won’t be going away, they’ll still be there. These modes are now “presets”, pressing them will set all of the sliders to be options that these game modes happened to set these sliders before, you just didn’t know about it. I may add an option to save more presets, however, that’ll be something that comes after 1.0.

These presets can be set beyond the values that Relaxed and Insane mode set them, leading to even harder or easier difficulties than was possible before. You can also set one slider to be easy and another to be hard… in case you didn’t figure that out from the two previous paragraphs.

Score Multipliers!

Well, you may be asking, how do all of these difficulty options reflect a “balanced” game experience?

Well, that’s where the score multiplier comes in! As it turns out, that “useless” thing in the demo that was always stuck to 1.0x now actually has a purpose!

The way it works is, each difficulty slider (on the difficulty page) will give a message on how easy or hard it will make the game. After some dark magic, you get a single number that reflects the estimated difficulty of the game. Higher values represent harder games, and lower values represent easier games.

The score multiplier is 1.0x when you set everything to Standard (using the Standard Mode preset), and is what you will get right out of the bag.

(Fun options may affect the score multiplier too, so Standard Mode may not be 1.0x if you have some fun options enabled.)

And a unified high score, as well

Why a score multiplier, though?

Well, as you may be able to tell, the “score multiplier” multiplies your score! But only at the end of the run. So your score may jump a significant amount when you die.

This score will be used to determine whether you got a high score. Which leads me to this point:

No longer will you have 4 separate high score databases! Now there

Source

Steam News / 1 March 2025

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