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Procedural Generation
Map Procedural Generation:
What to Program:
The star system map is randomized for each players game. This is done to make players game feel unique while also have them have a similar experience. The map is determined by the star systems. When starting the game By looking over the 6 star systems (5 highlighted in [https://github.com/Hexrin/Voidsinger/wiki/Star-System-Types](Star system types) as well as the basic one implemented in the game already). Here's how procedural generation would work with star system spawning Events needed to happen:
- When starting the game your star system map will have between 30-40 star systems. This number is randomized.
- Once the set number of star systems is determined, then the specific star systems are picked. Tiers are the main way star systems differentiate with difficulty. Tiers are set between 1-10.
- There cannot be less then 2 of each tier on each map and no more then 4 of each tier in the map. All star systems together must add up to a minimum of 30 star systems. (Expectations: Tier one must have four star systems on the map, Tier ten must have 2 and no more, and finally space worm which can only spawn one).
- Once star system quantity and tier have been determined star systems events (See star system types 1-4) start to be determined. Between the four star system event of asteroid field, dark nebula, cold nebula, and hot nebula only 2 events can spawn at a time. Meaning that at maximum the events can spawn in 16 star systems.
- 30-40 star systems per individual game
- Star systems are determined by difficulty tiers separated by one through ten
- There cannot be more then 4 of one specific tier and no less then 2
- There are different ways events spawn in.
Here is what each star system must have in order to be considered a star system: 1.Enemy Ships 2. Asteroid ships 3. 12.5% Chance of a shop 4. Events
Enemy Ships are determined by tiers: Similarly to have tiers spawn
Procedural Generation Rules
Enemy Ships Spawn: