|
Post by cundo on Jun 7, 2021 19:26:20 GMT
Look this very interesting analysis of the Doom RNG. Spoiler: it's a predefined table.
|
|
|
Post by Enzo on Jun 15, 2021 22:50:24 GMT
I have not watched the video, however on the subject of RNG and predefined output or not, this is a reason why; the matter of influence from player actions to random I used a variable of luck in my game, also shuffling any rnd output function uses also gives a bit more of a large seeded output, even though JB RND is quite random it can and does favor one side to the thousands of samples, mearly percentages though, any favoring implies a lesser output randomly, but if everyone is using the same functions it equals out, even still luck is a decimal up to from .01, 1.4 as a mutiplier, to achieve over 1, users must play skilled for hours. Added as a balancer, to reward more skilled players with better items with stat bonus, luck is almost in every aspect of the game, non-skill related; including combat and actions players can take,
Another balancing is giving players high level items they are able to enchant and use, at any time, to a limit of a few, therefore no one starts from a simple rusty sword and wooden shield.
|
|
|
Post by cundo on Jun 16, 2021 1:46:13 GMT
In Doom is not random at all, it's a list of predefined rumbers. They look random, and the game picks one at a time from that list. It's very interesting and that technique allows the game to have 'demos' that look being played realtime. That happens beacuse every single time, with the same conditions, the same events will happen.
|
|
|
Post by Enzo on Jun 16, 2021 2:57:22 GMT
Ah hm
|
|