Testing the PLG Before I get into the testing section Progress on the tasks remaining Place restrictions on all controls in the room generator editor. So you can't place the replaced rooms outside the level and the scan lines. DONE Fix some conditions in chance the quarter can not find a theme room or it the two theme rooms are too close. *I have decided to ignore this and come back to it if i have time after the documentation. Place the furniture , loot and enemies into the level. Scan the area and store the points that were hit. - this is for demonstration purposes to show how many times that area has a tile placed, to demonstrate how different the levels are. DONE Store the seed number, the number of tiles used, the distance to reach the exit and the exit room location DONE So tomorrow I start working on placing the enemies and loot into the level. Testing Today I ran the PLG in a sequence of 40. I have also added 3 functions at before the PL...
Player stats and brightness. Last week I worked a bit more on the player characteristics, decided on min max values, and did the same for the Enemy stats. I split the visibility factor into 2 values, brightness and motion. Motion will be affected by the movement of the player and the movement in the headpiece and controllers. Brightness is a factor indicating how well lit the player is. So the enemy has skill values for detecting motion sound and smell, it also has a detection generic skill value which is linked with the enemies intelligence. So any light source will have attached a brightness script that triggers and sends a brightness value to the player brightness when the player is in range and increase as the player comes closer to the light source. The player value of Brightness is for now a static value, so multiple light sources can affect it. I still need to cast a ray cast from the light source to the player, if it fails to hit the player then that would indicate that ...
Speeding up the process - Percentage Calculation As I am working on the conditions of a successful PLG creation I thought of a way to optimize the performance of the percentage calculation. Below are a few thoughts and suggestions to me in order to speed up the process. The Density percentage calculation. Initially I scanned the entire area after a set number of tiles to calculate the percentage. If the target density was not reached then we added another 10 tiles and recalculated. Later on I decided once the first scan was completed store only the points that hit nothing, and only scan them, the ones that now hit get removed from the list, So it would start slow and speed up as the percentage grew. This did have an improvement in speed and calculations. I now attempted something even more simple, since the tiles we are placing are premade, we can calculate it's Area and store it. That way every time we add a tile we add that tiles value to the TotalTileArea. The best way ...
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