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Procedural Generation

Mxflare edited this page Mar 8, 2022 · 11 revisions

Map Procedural Generation:

What to Program:

Star System Map: 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:

  1. When starting the game your star system map will have between 30-40 star systems. This number is randomized.
  2. Once the set number of star systems is determined, then the specific star systems are picked. Tiers are the main way star systems differciate with difficulty. Tiers are set between 1-10.
  3. 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).
  4. 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.

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

Procedural Generation Rules

Enemy Ships Spawn:

Enemy ship pixel list

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