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Opinion, please.
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Sigma64
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PostPosted: Tue Sep 19, 2017 3:08 pm
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I am in a dilemma. I am on the verge of releasing a new version of my gameplay mod (EDIT: For ECWolf). However, I must ask an important question, because I need the opinions of Wolfers on this, and not the mainstream public. I am asking, about random entities. If I use a feature, which I will refer to as a Random-Spawner, I could potentially add infinite variations of enemies, different types of SS, guards, officers, mutant, an more. However, this presents a problem. If I were to use these Random-Spawners, it would remove the possibility of pathing. All replaced entities would no-longer pace throughout the halls. Therefore, I ask you all this question: Should pathing entities be sacrificed for a more immersive and varied gameplay?

The current amount of randomly spawned entities:

These could be increased...

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Last edited by Sigma64 on Thu Sep 21, 2017 4:19 am; edited 1 time in total
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PostPosted: Tue Sep 19, 2017 5:27 pm
   Subject: Re: Opinion, please.
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If you mean something like the "random enemy" type from the Mapping League, you can make those enemies path properly too Smile
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PostPosted: Thu Sep 21, 2017 4:15 am
   Subject: Re: Opinion, please.
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Currently, I am in the business of making ECWolf mods, so at the time of this writing, I can only make them stand still. However, I plan to start making source-code changes soon!

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PostPosted: Wed Sep 27, 2017 1:38 pm
   Subject: Re: Opinion, please.
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Perhaps you should.

A few guidelines:

1. any replaced enemy, if 3D, should be 3D (full set of art frames for 8 camera directions).
2. any replaced enemy, if pathable, should be pathable.
3. no extra points awarded for killing a new enemy versus the original one.
4. take care not to create map imbalance when replacing enemies with greater/lesser capabilities (i.e., HP, damage, item drops, and so on)
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PostPosted: Wed Sep 27, 2017 1:47 pm
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I of course have not "flattened" any enemies to 1 direction, although I have made some mini-bosses for harder difficulties, and new weapons for a fair few of the enemies. Imbalance is being rectified by altering the difficulty levels, and making about 7 of them.

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PostPosted: Thu Sep 28, 2017 12:15 am
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That sounds good.

Have you considered using a pseudo-random number generator with deterministic seed? This will give you the same spawn sequence every play-through.
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PostPosted: Thu Sep 28, 2017 3:23 am
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As I currently make ECWolf mods, my current random entity spawners consist of 4 lines of code, that is interpreted by ECWolf.exe. When I start making source code changes, I will use the method you just stated.

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PostPosted: Mon Oct 16, 2017 3:46 pm
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I haven't made a ZDoom-style gameplay mod for ECWolf precisely for the reason that the limited enemy and weapon selection of the original maps would force me to use random spawners like this. How do you intend to keep everything in balance and prevent, say, a player for running up a massive surplus of ammo for a weapon he hasn't even found?

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PostPosted: Tue Oct 17, 2017 12:58 pm
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Rockets and Fuel are rare, being only dropped from SS occasionally, and barrels. Because Wolfenstein is a 1-Ammo-Type game, I decided to use the clip for pretty much all the weapons except the flamethrower and rocket launcher, so despite the unrealism, it means less convolutedness. I have decided to use random-spawners for the stationary enemies, and make all the pathing ones the same. This way, I can preserve the pathing, and keep the multiple enemies, though it will be a bit odd if used with your ECWolf mods...

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