General > Discussion

Pre-generated games & GotM

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Styro:
I think this would be great fun!

The only possible downside I see as using it for a competition is that the people who play first will be at a disadvantage because later players will know what items to expect (an early doubleshotgun or advanced chaingun would affect which traits you pick for example). Even if we had mortem-scummers, though, I still think it would be worth doing.

Rabiat:

--- Quote from: DaEezT on March 24, 2007, 07:32 ---The starting save is then posted on the forums and everyone who wants to can download the save and play the game.
--- End quote ---
I think it's even simpler. Every game is generated from a sequence of pseudorandom numbers from the RNG, which (probably) only needs a single random seed. If DoomRL sets the random seed only once at game initialization, all you'd have to do is implement an option for the user to supply the random seed, and leave the rest up to the program. So players wouldn't even have to download a save file, they could just copy this week's magic number off the forum.

And yes, I'd be interested. :)

Edit:

--- Quote from: RickVoid on March 24, 2007, 12:13 ---The problem is that this would require a massive rewrite of the game code.
--- End quote ---
If what I just said is true, the massive rewrite would amount to some ten lines of code. ;)

Kornel Kisielewicz:

--- Quote from: Rabiat on March 26, 2007, 09:49 ---
--- Quote from: DaEezT on March 24, 2007, 07:32 ---The starting save is then posted on the forums and everyone who wants to can download the save and play the game.
--- End quote ---
I think it's even simpler. Every game is generated from a sequence of pseudorandom numbers from the RNG, which (probably) only needs a single random seed. If DoomRL sets the random seed only once at game initialization, all you'd have to do is implement an option for the user to supply the random seed, and leave the rest up to the program.
(...)
If what I just said is true, the massive rewrite would amount to some ten lines of code. ;)

--- End quote ---
What you didn't take into account is the fact that contrary to AliensRL levels are generated when you enter them ;]. That means, that you'll get a different level depending on (for example) how many times you fired in the previous one :P.

RickVoid:

--- Quote from: Kornel Kisielewicz on March 26, 2007, 11:22 ---
--- Quote from: Rabiat on March 26, 2007, 09:49 ---
--- Quote from: DaEezT on March 24, 2007, 07:32 ---The starting save is then posted on the forums and everyone who wants to can download the save and play the game.
--- End quote ---
I think it's even simpler. Every game is generated from a sequence of pseudorandom numbers from the RNG, which (probably) only needs a single random seed. If DoomRL sets the random seed only once at game initialization, all you'd have to do is implement an option for the user to supply the random seed, and leave the rest up to the program.
(...)
If what I just said is true, the massive rewrite would amount to some ten lines of code. ;)

--- End quote ---
What you didn't take into account is the fact that contrary to AliensRL levels are generated when you enter them ;]. That means, that you'll get a different level depending on (for example) how many times you fired in the previous one :P.

--- End quote ---

Uhhh... okay.  Then I guess my question is, "What the hell does the preloader do!?"

Kornel Kisielewicz:

--- Quote from: RickVoid on March 26, 2007, 11:32 ---Uhhh... okay.  Then I guess my question is, "What the hell does the preloader do!?"

--- End quote ---
Errr, what preloader?

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