Fangames > Game Design

RNG in avoidance. Doing it RIGHT.

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zaphod77:
With the help of god mode, it's not too hard to just watch the phase play out, and check if there was anywhere something impossible to deal with even from far away.

So it really only takes about 10-15 minutes to do this test.  You only really need to go to 100 if you are truly paranoid about someone memorizing them all.

It's true that trying to prevent impossible stuff inside the pattern itself is a good idea. and sometimes it's doable on purpose, and sometimes by accident.  But sometimes it's not so easy to plan it out.  Going to DotKid mode with small hitboxes is a copout.  Making the pattern impossible proof from the start can also make it predictable, so doing at least one pattern this way is a good way to mess with the player's head, creating a pattern that looks like it could screw you over, but never actually does.

Even if this technique is not used, you should test any random pattern at least that much ANYWAY, to make sure it's not cheap.

I agree that well done static patterns can still be tricky and interesting, but once you figure out what to do, then it always becomes boring.  The purpose of the random one is to make sure that someone can't just clear the game after watching someone else do it.

Kyir:
Getting walled is almost exclusively based on positioning, so unless you're some kind of rabbit-human hybrid and your eyes can look at different things at once, you're still going to have to go through an attack multiple times if you're really committed to making sure everything is dodgable from everywhere.

I absolutely guarantee someone will complain about getting walled anyone even if you have made sure that everything is possible everywhere, so it all comes back to how much effort you're willing to put into things for a community that is never happy with anything.

zaphod77:
My main idea here was to avoid situations lie I wanna be the music extreme 10 minute mode, where you can and will get walled in through no fault of your own.  Trial and error is a big part of fangames and is to be expected, but only having a chance to beat the pattern 1/10th of the time because it will trap you no matter what the rest of the time is not my idea of fun.

Another thing that bugs me is the A.I. Roulette from hell, where any attack can follow after any other, and some combinations are much harder to survive than others.  One example is that boss with blobs. if it decided not to do the summon a chaser attack you've got it in the bag, but if i opens with that, sme of the other attacks are really hard to deal with with the chaser around.   I finally ended up beating it the first time that attack was unused after i had learned the others.

Kyir:
I understand your intent behind the thread, I'm just telling you that few game makers are going to invest the time required to properly execute your idea.

Denferok:
Walls are nowhere near as common as you think, they're too rare to even be considered a problem. Often times you can watch back on an attempt that you thought was impossible and see a way through. These situations are important for you to improve.

Your idea would suggest that the difficulty would always be the same with no variance, which goes back to the original problem where it becomes dull. Sure, with the current system you can just luckbox your way out of it but I personally don't have a problem with that. Getting excited over good RNG only to screw it up later and "waste" it is important for teaching the brain to be less nervous and be able to deal with these factors.

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