nicked on 16/12/2019 at 13:52
I've been working hard on my no-longer-T2-anniversary-contest mission. I'm using numerous random elements to vary the mission each time it's played. So far, there are (technically) 11,038,896,000 possible combinations of how the mission plays out.
gamophyte on 16/12/2019 at 20:09
Quote Posted by nicked
I've been working hard on my no-longer-T2-anniversary-contest mission. I'm using numerous random elements to vary the mission each time it's played. So far, there are (technically) 11,038,896,000 possible combinations of how the mission plays out.
Holy moly!
Derspegn on 3/1/2020 at 12:56
This is somewhat related to my previous post, as I used the same tutorial as guide. However, one gameboard in the video has two drawers that open in opposite directions. Some tweaking of objects and axles was needed. I hope to post my final object in the Thief Object Repository, but I'm not certain it's fully optimized. For example, one parent object cube (Aa) for a second drawer was relocated, and is situated within one of the knobs. I had to do that in order to get the other drawer moving in the opposite direction, but perhaps it should be situated outside other objects? Anyway, here's my first video that includes moving drawers within an object, enjoy. Credits are included in the video description:
[video=youtube_share;JmVYrjbPT7Y]https://youtu.be/JmVYrjbPT7Y[/video]
john9818a on 13/1/2020 at 14:03
Quote Posted by nicked
I've been working hard on my no-longer-T2-anniversary-contest mission. I'm using numerous random elements to vary the mission each time it's played. So far, there are (technically) 11,038,896,000 possible combinations of how the mission plays out.
So the walkthrough will take an entire server's worth of disk space? :joke:
Meowdori on 13/1/2020 at 22:13
...You're not supposed to write a walkthrough to parts that are randomised, because it's impossible to predetermine their state of course
PinkDot on 13/1/2020 at 23:03
Quote:
So far, there are (technically) 11,038,896,000 possible combinations of how the mission plays out.
Out of curiosity - what elements do you actually randomize? Is it just loot placement? (e.g. golden bottle vs stack of coins?) Or does it affect a path you have to take - e.g. randomly locked door, missing ladder, added climbable vines on the wall etc...?
john9818a on 15/1/2020 at 01:32
Quote Posted by Meowdori
...You're not supposed to write a walkthrough to parts that are randomised, because it's impossible to predetermine their state of course
You took me too seriously. :)
nicked on 15/1/2020 at 07:07
Quote Posted by PinkDot
Out of curiosity - what elements do you actually randomize? Is it just loot placement? (e.g. golden bottle vs stack of coins?) Or does it affect a path you have to take - e.g. randomly locked door, missing ladder, added climbable vines on the wall etc...?
A big part of that number is 9999 possible odometer codes. Stripping that from the equation leaves 1,104,000 possible combinations of everything else.
Then there are also some story and puzzle elements with randomised locations, some of which control which objectives are visible.
I've not done much in the way of small, granular changes; for example, at least at this point, the loot is always in the same place.
Then there are also a lot of variations on how the mission plays out based on player choice - the player has the ability to choose where to start, players can choose which of multiple solutions to objectives they use, etc.
FireMage on 15/1/2020 at 12:16
Nicked, if you plan to build a randomized mission, I can do nothing but advice you to check my mission "Wooden Box". You can use the custom scripts I made for the randomization! :)
nicked on 15/1/2020 at 13:52
Thanks, I'll take a look. I'm mostly just using NVRelayTrap's randomisation feature.