Open tukkek opened 1 year ago
In this case, would make sense to up-size reward goals to its original ambitions and refactor affix themes so that one map can be generated with different themes, rather than just applying one to a generated map.
This would be made much more complex because of the rarity weights. Generating exhaustively guarantees an intended distribution, while generating randomly would need to somehow consider all the weights and limitations involved.
Use
random
to generate only a subset of maps rather than exhaustively all of them. This opens up GUTS' 32-bit memory-space for new features such as #2, would reduce generation and build-times and allow for downsizing since GUTS is still crashing now.Downsizing by 50% would still mean 500 maps per tier, which is arguably equally infinitely replayable.
We probably want to be as close to the limit as possible to ensure maximum value and variety but a dynamic system with a set goal would also benefit development by reducing generation and build times with less manual hassle.