I guess it's just that I don't know if it would be too much clutter and if there's a way to "work smarter, not harder". My definition of difficulty at the very least would probably be higher enemy aggression, bigger groups, low number lives/credits, etc.
There are few ways to do it.
- Aggression: you can use a script as spawnscript on your enemies to raise their agression based on the set (the difficulty) you are playing. Same for the enemy max life, etc
- Lives and credits: can be controlled under the set settings on levels.txt
- bigger groups or more enemies: a bit more tricky, but you can either spawn invisible enemies which will spawn other enemies, or make specific enemies to die if they dected you are not playing on a specific set.
Also, I remember one of your bosses jumps over a table and call 2 minions everytime. You can make it to spawn more minions at once if he detects a specific set and a specific number of players.
Plus, you need to take care about the number of the players, to ballance the game. Beat em ups get very easy once you play in co-op - since your game just allows 2 players, it won't matter so much, but for 4 players...yes.
For example, on my PDC2 / MMPR projects, I have codes for:
- The enemies will automatically gain a boost of max health based on how much players are on the screen, up to 80% more max health
- Some bosses will call more minions based on the same rule
- Some bosses will start to use different moves based on the same rules
There are many options. But the worst way to controll difficulty would be "just throw more enemies and call it a day"
