I commute to work every morning. Up at half six (ahaha, more usually seven), out on the 0735 train, swap to the 0744 at Partick to get to Queen Street, stand outside in the freezing cold until the company bus arrives…
But now that I’ve become somewhat acclimatised to this schedule, I’ve taken to not sleeping on the bus in anymore. This necessitates portable entertainment.
So in the previous entry, I talked about making a procedural maze generator for Project Y4. This was fraught with danger and frustration, but ultimately successful.
I’ve always wanted to get into procedural content generation. So I’ve decided to attempt to implement it in Project Y4: the node-hacking minigame will require you to navigate a generated maze, possibly dealing with obstacles or gathering items…
If you can respawn infinitely, and with no (or negligible) penalty, then there’s no real challenge — you cannot lose.
The way all the numbers are set up in Project Y4, your hit points are pretty low and attacks are good, making combat a lot snappier — but increasing the risk of death by a considerable amount. So I decided to implement a revival system whereby the AP-AM is reconstructed at a designated repair pad on death, giving the player a bit of a safety net.
Right now, there are no limits on reconstruction… But this cannot hold forever. So what’s the best approach?