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...
More work done on the interface, saving data. I would have liked to say that I started on the loot and enemy randomization, but that is not the case. What I thought would be an hour work job took me half a day. I have now finished with the way the randomizing feed is stored. When a level is complete (PLG state is -off) two buttons appear in the inspector allowing the user to store the seed in a whitelist of black list. When the time comes to generate the level the user has a larger option of choices: Generate a completely randomly level. Generate a completely randomly level but it will never be one of the levels we blacklisted (if we tick on use black list). Generate a specific level from a ID we enter. Load a random level that is included in the whitelist. In order the randomization between levels within the list to be equally random before storing the lvl ID we load the current values and check if the Id already exists, if it does then there i...
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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