Getting a seeded value from a list
frednotbob at hotmail.ca
Sat Nov 24 18:38:55 CET 2012
Just a quick update: after enlisting some help from a friend, we managed to get things working :) Thanks for all the help. In the area of items and monsters, they're both chosen from lists, based on some simple selection criteria (number per room, total per level, chance of appearance). Now, the major task is to reconfigure the distribution system to let items and monsters stay in place between levels.
> Date: Sat, 24 Nov 2012 09:32:46 +1100
> Subject: Re: Getting a seeded value from a list
> From: rosuav at gmail.com
> To: python-list at python.org
> On Sat, Nov 24, 2012 at 3:27 AM, Prasad, Ramit
> <ramit.prasad at jpmorgan.com> 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.
-------------- next part --------------
An HTML attachment was scrubbed...
More information about the Python-list