xurxodiz / MarioLevels

My entry for the Mario AI Championship 2012, implementing adaptive procedural level generation. Holds 1st place at the all-time points and percentage tally.
MIT License
2 stars 1 forks source link

Level type #10

Closed xurxodiz closed 12 years ago

xurxodiz commented 12 years ago

Finally, a issue that is seemingly stress-free.

Levels can be of three types: overground, underground, or castle. They affect the aesthetics only, unless you want to respect the classic distribution of enemies per stage. Of course if it's underground it would be nice to paint a ceiling.

Easy mode: randomize it (current approach). We don't let enemy placement be affected by the choice, hell, we don't even place ceilings for the underground stage.

Hard mode: make a difference between the choices, and pick a criteria for selecting them.

xurxodiz commented 12 years ago

I've decided that this will only affect aesthetics, and limit the enemy distribution to the algorithm and not tie it to the stage (or viceversa).

So I will use it to represent each one of the three user clusters found in #23

xurxodiz commented 12 years ago

The assignation is as follows: