![]() ![]() I might be mistaken, but I'm pretty sure that's the case, which explains the inconsistency in the achievements, which seem to be taken verbatim from the 360 version. If I remember correctly, the difficulties in the Xbox 360 version were Normal, Hard and Nightmare, but were renamed for the PC release as Easy, Normal and Nightmare. If will left something behind after that, replay the scene in easy, and do the three achievements (the ones that mention the chapters) also in easy. There will be no difficulties, even in the "nightmare mode". ![]() So, i recommend this: Finish the game make another run to finish in nightmare, collecting the thermoses left, manuscripts left behind and the nightmare manuscripts, also viewing the local culture to get the correspondent achievement, and dont forget to shot the pyramid cans. ![]() The only difference is the amount of shots to take down the Taken. But this nightmare mode isn't "nightmarish" at all. After that, the nightmare mode will be unlocked. On normal difficulty, you will unlock two achievements, correspondent to finish the game in hard and normal (don't know why this happens). Originally posted by gusss!:I recommend you finish the game first. So, most likely you can start a new game on Easy and then switch it back to Normal once you get back to where you were before, but I cannot speak with any certainty, as I have not tried it. There are other methods, but this kind of implementation is the most common. ![]() If they are, then it unlocks an achievement for beating all missions on Normal difficulty. This makes it so that you don't keep writing the variable over and over.Īt the end of the game, a script checks to make sure that all of the completed_cpxxx_normal variables are set to one. You would also do a check at the beginning to make sure that completed_cp101_normal is set to 0, otherwise you end the script. Once you get to the first checkpoint on normal difficulty, a script sets the variable, completed_cp101_normal, from 0 to 1. If it matches the difficulty setting, it will change a variable to mark this.įor example, you would make it so that each chekpoint in Alan Wake has a script that checks the game's difficulty and makes note of it via a variable. The way most game devs implement difficulty achievements is like this: at the end of a level or sometimes at each checkpoint, the game checks the difficulty setting. ![]()
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