Getting a seeded value from a list

Chris Angelico rosuav at
Fri Nov 23 23:32:46 CET 2012

On Sat, Nov 24, 2012 at 3:27 AM, Prasad, Ramit
<ramit.prasad at> wrote:
> Steven D'Aprano wrote:
>> On Wed, 21 Nov 2012 14:41:24 +1100, Chris Angelico wrote:
>> > However, this still means that the player will see the exact same level
>> > regenerated every time, absolutely fresh. As previously stated in this
>> > thread, that's not usually a good thing for encounters, treasure, etc.
>> > Once some nasty critter has been killed, he should STAY killed! :)
>> Why? That isn't true in real life, why should it be true for games?
> It is not true in all games. I have seen games where treasures
> regenerate in the same location except for key items. Same goes
> for enemies (where only "bosses" do not regenerate). It really
> just depends on the type of game you are playing--designing
> in this case.

Perhaps they regenerate, but do they regenerate from the exact same
random seed? For instance, in Murkon's Refuge, the maps are
handcrafted and thus constant every time you enter a particular level
- but go downstairs and upstairs, and the monsters and treasure
regenerate, different from last time.

Of course, if the idea is that you're rewinding time, then it makes
good sense for you to see the exact same pattern of enemies.


More information about the Python-list mailing list