Author Topic: I solved the randomness problem,  (Read 6746 times)

SarahW

  • Newcomer
  • Posts: 33
  • Karma: +0/-0
    • View Profile
    • Email
I solved the randomness problem,
« on: March 10, 2017, 07:21:31 AM »
For context, I tend to pre fabulate the dungeons I work with, assigning different tiles to tile number variables.

So I wondered then how to go about procedural generation if all I ever did was read a .txt file graphic from a file. Well actually what I would do is a solution I figured out by accident.

You make seven different versions of the same game. They don't have to be called anything fancy, just a letter will do. Then when you have the player go to new game from the title screen, you have Ruby pick a pseudo-random number from a list, then program an automatic input function that warps the play to a different previously written game file.

This solves a lot of the problems I was having figuring out how to place the @ guy on each procedural generation.

Worthless_Bums

  • Newcomer
  • Posts: 44
  • Karma: +0/-0
    • View Profile
    • Steam Marines - squad based roguelike
    • Email
Re: I solved the randomness problem,
« Reply #1 on: April 04, 2017, 11:27:20 AM »
You make seven different versions of the same... game? Huh?