![]() Then I just have my game load the data as a level like any data such as an image. I got it down so that each blocks position/type/rotation can be saved with a single Byte (8 bits). But all 1-100 levels should be easier then the next difficulty bracket (101-600).Īfter all that I took the levels and wrote a python script to parse + compress the data to my game's compressed form. For example level 9 should be a bit harder then level 10. After, I decided what levels go in what bracket I randomized them just to make sure it felt a bit better for the player. 100 starter, 500 beginner ,2400 intermediate ,6000 advance (tons of variation in this category and intermediate), and 1000 expert (the thousand hardest levels from the database). I then broke them up into difficulties and categorized them by how I felt they could be broken up. So I downloaded his database and I removed the ones that had a special type of unmovable block that I didn't want to have in my game and had a remaining 450k levels. I wanted to load my levels though because I've messed with procedural before and I wanted to make something compressed and then loaded But then again he generated millions of levels and my game only has 10,000. This database was procedurally generated and he says it was very CPU intensive (especially the harder levels) so not likely to procedurally create them realtime in a gameboy. I found a large rush hour database online that was free to use that had tons of levels that are all completeable and none "bad". ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |