Big Meme ™️ idea if elseware ever reaches this stage of completeness.
Some possible options?:
randomize the monsters within a wave
randomize number of waves in a room
randomize map layouts
othercoolideas
Big Meme :tm: idea if elseware ever reaches this stage of completeness.
Some possible options?:
- randomize the monsters within a wave
- randomize number of waves in a room
- randomize map layouts
- othercoolideas
realistically anything that would generate randomized maps would use something like that under the hood.
That said, there is some psogc quest that is "randomized" in that the spawns are set but it picks a random monster to show there.
I think it implements it in a very naive way that has all possible monsters placed there, then picks one to actually show.
I also have a proof of concept somewhere using set_object_param that would generate a triggerable event that randomly picked which predefined spawn wave to show.
see https://github.com/jakeprobst/pqc/ for a very-incomplete project that compiles maps from scripts.
realistically anything that would generate randomized maps would use something like that under the hood.
That said, there is some psogc quest that is "randomized" in that the spawns are set but it picks a random monster to show there.
I think it implements it in a very naive way that has all possible monsters placed there, then picks one to actually show.
I also have a proof of concept somewhere using [set_object_param](https://qedit.info/index.php?title=Set_obj_param) that would generate a triggerable event that randomly picked which predefined spawn wave to show.
Big Meme ™️ idea if elseware ever reaches this stage of completeness.
Some possible options?:
see https://github.com/jakeprobst/pqc/ for a very-incomplete project that compiles maps from scripts.
realistically anything that would generate randomized maps would use something like that under the hood.
That said, there is some psogc quest that is "randomized" in that the spawns are set but it picks a random monster to show there.
I think it implements it in a very naive way that has all possible monsters placed there, then picks one to actually show.
I also have a proof of concept somewhere using set_object_param that would generate a triggerable event that randomly picked which predefined spawn wave to show.