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11

L-Systems, from what I can tell*, are a set of grammar-like substitution rules that you can apply recursively to get interesting, "organic" results. Plants are where L-Systems are often used, as they show a lot of recursive growth (i.e. branch splits off into more branches). For a simple example, I'll show a "lollipop" tree generated using an L-System: ...


4

Both of those pieces of code appear to pick a random location (xx,yy in the first example and x,y in the second), then try to change grass to something else near that location. There are lots of other algorithms, although most are more complicated than the ones you posted. I can't answer whether they're over your head; I don't know what's in your head ;-) ...


3

Are you randomly creating waves, or would they be set. If the enemy waves were set, I would suggest figuring out what enemies are worth what points, and if there is a diffuculty, figure out what the modifier in points would be. Once you have your set waves with enemies of set points, total up the points, and make each star be an even portion of the total. ...


3

Answering by just focusing on the question and not the other information. Identification I think the key to solving any problem is identifying what's causing the problem. If you're trying to find out how to motivate players more, then it may be critical to gather player feedback on what motivates and what doesn't motivate. Unfortunately, I don't think ...


2

[It may be worth noting that I have never played dwarf fortress] Both approach seem relevant. Also usually in games the most complex part about weather systems is often the equation behind it. As you seem to already know when it has to rain you seem to have done the most of the job. Even if both approach are OK I prefer the second one which brings, to me, ...


2

The main problem is see is the fact that only 2 roles have any method of influencing your death characters. I think you should strive to more interesting death character roles. Why not assign various roles to various ghosts to give them options? You could have a type of ghost with the power to see what other characters roles are, another that is able to ...


2

tl;dr I really think this holds minor value to a game (and sounds like a bike-shed problem), if the actual gameplay is not robust and appealing already, nobody will care what the level of realism of the rain is and if the gameplay is good, again, no one will notice the level of realism involved in the rain mechanic. For now, randomizing c for chance, (x, y) ...


1

I like shroeder answer. It's very logical. There could be a lot more to the scoring system as well. When should you score? I would score when you kill a enemy from the wave. You could even fill the stars as they reach the score needed to fill X% of the star. It would be a good way for them to see before all of the bonuses are added at the end (if ...


1

The cloud idea seems superior to me, though it would probably be more CPU-intensive. You'd have to simulate (or approximate) even more variables to make this work, though - the clouds move with wind and atmospheric pressure, temperature, etc.. If you wanted to do the other idea, you could make a transitional area around the biome with a randomly ...


1

The answer to this problem: Get the dot product of the player's left direction with the direction from the player to the shooter. That'll be positive if the shooter is to the player's left, or negative if the shooter is to the player's right. In general, learn about useful linear algebra operations like dot and cross product. Start here ...


1

I'm a big believer in simplicity. If you're trying to determine a starting value or even a max value of something like player lives, turns and so forth. Then this is where statistics and research come into play. Simply testing the game with players, analyzing the results and comparing it to similar games can help you find the sweet spot for anything. There ...



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