But how will we detect which seeds are harder which are easier,
to make it a shallower level or a deeper one?
Even more,if the difficulty is defined by the seed
shouldn't we remove any influence of the depth of the cave
on the digger movement and let it be only controlled by this seed?
Sounds sensible, if you know how to do it :)
On 28 Sep., 21:33, "Carlo Caputo" <carlo.cap...@gmail.com> wrote:
> Let me see... what about
> a menu showing a BubbleBabble level name, based on the seed;
> it would be like "xebeb-babib-baxux" for the 32-bit seed "1",
> and I think it have some check-summing,
> what makes sending it around safer.
> Even more,if the difficulty is defined by the seedI don't completely understand, what you mean, but maybe the "best" way
> shouldn't we remove any influence of the depth of the cave
> on the digger movement and let it be only controlled by this seed?
to make all this work well is to re-do the digger movement
calculation. Instead of doing "if the next random value is bigger than
0.5, go right. if it's less than 0.5, go left", instead we would have
"if the next random value is more than 0.5, make a hard turn/drop/
whatever, if not, make a smooth up/down movement".
We may need to use a second RNG, so that the cave wall can be
generated "deterministically", I fear, that that part might break :(
That was my random assortment of ideas for the day.
I think the next thing I will try for fun is joystick control :)