Difficulty curves are, perhaps unsurprisingly, difficult. The theory is simple enough: add a mechanic, teach it, test it, combine with the existing mechanics, slowly ramp up to a climax (or ‘boss’), optionally have an easy level to celebrate the player’s success, repeat until you run out of mechanics or development time.
The problem is that it never really goes that smoothly. Some mechanics are more complex than others, and should therefore need more time. Story and experience constraints (how long you want a player to play before giving them a break) can affect or dictate pacing. The number of mechanics the game needs can be dictated by considerations that aren’t the development time (such as ‘what will make the game feel complete’, and ‘there are 4 fundamental forces of physics’), and players are notorious for being individuals who each approach a given game very differently.
Particulars, as you may have guessed, has hit a number of these hurdles. Specifically, the second half of the game contains mechanics that are significantly more complex than the first half, but for many varied reasons (story, pacing, development time), the second half is essentially the same length as the first. This means we have to get through a lot more content in the same amount of time.
This might make it seem like the second half of the game is doomed, but not to worry - we do have some tricks up our sleeve. If the problem is that the player needs to learn more, more quickly, the solution becomes apparent: we need to treat learning as a skill that the player needs to learn. That way, by the time players hit Chapter 6, players are used to having to work out some of the physics for themselves. The key then is to give them the right tools for the job.
As luck would have it, we’re already doing a lot of this: Chapter 4, in particular, increases the amount of thinking and examination that players need to do. We give a lot less direction there (mostly because we hadn’t gotten to it yet, but I’m not above using serendipity as part of the design process), and players have generally enjoyed the greater freedom that goes with it. With some more work, we’ll be able to smoothly transition into that mode of play (it’s a bit abrupt at the moment).
Which brings us to the other half of the equation: having the right tools available to players. To that end, we’re adding what we’re calling ‘helpers’ - they’re panels of information about each of the forces which help you to figure out how each of them work. These then link into the examination mode tooltips for particles.
Clearly, we need to teach players to use these helpers, but that’s a task for another week.
As of today, we’ve got panels for the Weak and Strong forces in the game. If you want to check them out, just go into a level in chapters 6-8, press control to go into examination mode and try them! We’d love to know what you think.
Difficulty curves are, perhaps unsurprisingly, difficult. The theory is simple enough: add a mechanic, teach it, test it, combine with the existing mechanics, slowly ramp up to a climax (or boss), optionally have an easy level to celebrate the players success, repeat until you run out of mechanics or development time.
The problem is that it never really goes that smoothly. Some mechanics are more complex than others, and should therefore need more time. Story and experience constraints (how long you want a player to play before giving them a break) can affect or dictate pacing. The number of mechanics the game needs can be dictated by considerations that arent the development time (such as what will make the game feel complete, and there are 4 fundamental forces of physics), and players are notorious for being individuals who each approach a given game very differently.
Particulars, as you may have guessed, has hit a number of these hurdles. Specifically, the second half of the game contains mechanics that are significantly more complex than the first half, but for many varied reasons (story, pacing, development time), the second half is essentially the same length as the first. This means we have to get through a lot more content in the same amount of time.
This might make it seem like the second half of the game is doomed, but not to worry - we do have some tricks up our sleeve. If the problem is that the player needs to learn more, more quickly, the solution becomes apparent: we need to treat learning as a skill that the player needs to learn. That way, by the time players hit Chapter 6, players are used to having to work out some of the physics for themselves. The key then is to give them the right tools for the job.
As luck would have it, were already doing a lot of this: Chapter 4, in particular, increases the amount of thinking and examination that players need to do. We give a lot less direction there (mostly because we hadnt gotten to it yet, but Im not above using serendipity as part of the design process), and players have generally enjoyed the greater freedom that goes with it. With some more work, well be able to smoothly transition into that mode of play (its a bit abrupt at the moment).
Which brings us to the other half of the equation: having the right tools available to players. To that end, were adding what were calling helpers - theyre panels of information about each of the forces which help you to figure out how each of them work. These then link into the examination mode tooltips for particles.
Clearly, we need to teach players to use these helpers, but thats a task for another week.
As of today, weve got panels for the Weak and Strong forces in the game. If you want to check them out, just go into a level in chapters 6-8, press control to go into examination mode and try them! Wed love to know what you think.
Particulars
SeeThrough Studios
Surprise Attack
2014-11-19
Singleplayer
Game News Posts 25
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(98 reviews)
http://particulars-game.com
https://store.steampowered.com/app/259470 
The Game includes VR Support
Particulars Linux [1.25 G]
Taking control of a single quark, you must negotiate the fundamental forces of the universe. Other particles will push and pull at you - you'll always be on the brink of losing control and being dragged towards annihilation!
Woven through the game is the story of Alison, a young physicist struggling to outrun her troubled past. Her journey through the subatomic world is drenched in memories (both good and bad), and will ultimately lead her to some powerful revelations.
Features
- Based on actual particle physics: Enter the world of sub-atomic particles and take part in the interactions between them.
- A puzzling narrative: Particulars is a game which blends arcade and puzzle gameplay with an engaging story about a troubled young scientist.
- Over 100 intriguing levels: Explore the four fundamental forces of the universe over ten chapters of increasingly complex play.
- Dig deeper: The Particlepedia provides information on each particle in the game, the differences between the game world and the real world, and links to other information sources.
- OS: Ubuntu
- Processor: 2.00GHz Dual Core CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 512MB Graphics Card
- Storage: 300 MB available space
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