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Sibling comment mentioned Zelda but really this reminds me of the Zelda Randomizers. Fixed set of items in a fixed set of locations. Certain locations need cer
by pests 2y ago
Sibling comment mentioned Zelda but really this reminds me of the Zelda Randomizers.
Fixed set of items in a fixed set of locations. Certain locations need certain items to access. So therefore randomize which items are in which rooms while still being able to complete the game.
Then they have a door randomizer which changes where doors warp you to - effectively changing the map and potentially the order of items needed.
- seanwilson 2y ago> Fixed set of items in a fixed set of locations. Certain locations need certain items to access. So therefore randomize which items are in which rooms while still being able to complete the game. So this part of the puzzle generation isn't that bad, you also need to make sure you can't make it unsolvable by destroying/wasting items or making them inaccessible (or allow this and call it "Sierra mode"). Making the item usage interesting is the hard part, but that's not as much as an issue for a Zelda game.
- pests 2y agoI figure its mostly a graph problem. I do like door randomizers, esp ones that don't have bi-directionality.
- seanwilson 2y agoYeah, it's essentially https://grumpygamer.com/rtmi_pdc/ https://grumpygamer.com/rtmi_pdc/ where the items are nodes and the edges are item interactions, and you're trying to carve out a subgraph for whatever your definition is of a good adventure game.