Monday, May 15, 2017

Loot Distrubution

Today we will be talking about how we handle loot distribution and its place in Agent Blue's replay-ability. Loot distribution includes both the choice of loot items and how they are placed across the level which is both the total possible loot and the ease of access. The main goal here is create a consistent yet in the end randomized experience that lets us tailor level difficulty without sacrificing replay-ability.


Levels are created with a total value of items and a range of locations to place potential items. Each zone type has a different base distribution of item drops such as weapon types and consumables which when combined with item values and item locations helps ensure consistent level progression across games. Given these parameters we spawn a series of potential item distributions which we then evolve over a period of generations to get closer to the target item value dictated by the level. We can add new rules to manipulate the item distribution to create a different feel for each level or to mix up the balance later. At the moment we are starting with fairly simple mutation process which will change a single attribute or item per generation but we will also be able to do more complex crossover and mutation chances to create more complex and diverse distributions.


With the levels generated players are given an abstracted view of what a level has to offer and get to choose which path to follow. Having generated a set of items the levels then place the items across the provided locations (which is often in locked goody rooms). It is possible for the player to get all of the loot if they traverse the level carefully. Beware there may be rooms with loot locked by your original keycard color which there might not be a re-encoder for on the level!

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