Thanks so much for the reply, that gives me some good food for thought. After reading your comment and reflecting on it, the time attack mode does have a lot of redundancy, and for now I may cut it. I could always add it back in if it makes sense or gets requested. I had originally thought it might contain some extra levels, display a developer time to beat for all levels, and possibly more, but it may just be bloat, which I can certainly do without.
Hello, I'm making a game with an eye towards speedrunning, and I have a few questions for people who are into speedrunnning as I'm designing the save system and time-attack mode.
The game has a Story Mode and a Time Attack Mode, and it is a 2D side-scrolling platformer style game.
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Would you want the best time to update regardless of whether a level was beaten in Story Mode or Time Attack Mode? That is, if a level was beaten in Story Mode faster than the best time in Time Attack mode, should the best time shown be updated in the Time Attack Mode?
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How important is it for the game to track best time in Time Attack mode with collectibles as well as without? That is, each level has collectibles, would you prefer the Time Attack Mode track both fastest completion time Any% as well as fastest completion time 100% for the level? I'm trying to decide if that's worth the extra effort to track and display and save.