Joh
Member
Hi, this is more of a design question.
I am making a game with randomly generated levels (logic puzzles) the algorithm generating them makes sure everything works out and so far so good.
A problem I am facing is I can know the level before it is generated: it uses a seed, so it is always the same. but before generating it I have no "meta-data" of the level.
A solution would be to just generate all levels once at the start and record/save the data externally (or internally).
But if I do that I might as well, do it myself, distribute the game with the levels stored externally.
Each levels uses multiple grids of varying sizes, and the idea is to have unlimited levels,(so far hundreds).
As I've mentioned generating on the spot works fine. but there is some disparity between platforms ("random" execution differences I guess). Maybe there will be differences between OS? GM version (if i ever need to update)? or something. relying on random seems a bit risky for the Defined set of levels.
On the other hand, saving say 200+ group of (4-5)grids of up to 100x100 seems like overkill. especially since I only ever need one at a time. Upon writing this I realize I could just turn the grids into strings with ds_write and store everything in an array... seems like the best approach, but I just thought of this, maybe I'm missing something.
How do/would you handle large number of disposable yet persistent/defined levels?
I am making a game with randomly generated levels (logic puzzles) the algorithm generating them makes sure everything works out and so far so good.
A problem I am facing is I can know the level before it is generated: it uses a seed, so it is always the same. but before generating it I have no "meta-data" of the level.
A solution would be to just generate all levels once at the start and record/save the data externally (or internally).
But if I do that I might as well, do it myself, distribute the game with the levels stored externally.
Each levels uses multiple grids of varying sizes, and the idea is to have unlimited levels,(so far hundreds).
As I've mentioned generating on the spot works fine. but there is some disparity between platforms ("random" execution differences I guess). Maybe there will be differences between OS? GM version (if i ever need to update)? or something. relying on random seems a bit risky for the Defined set of levels.
On the other hand, saving say 200+ group of (4-5)grids of up to 100x100 seems like overkill. especially since I only ever need one at a time. Upon writing this I realize I could just turn the grids into strings with ds_write and store everything in an array... seems like the best approach, but I just thought of this, maybe I'm missing something.
How do/would you handle large number of disposable yet persistent/defined levels?