What was that "awesome game mechanic" you discarted 'cause it couldn't work with your game/project

Davox

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I'm just a bit curious :aswt:
 

HexMozart88

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Too many to name. I was going to have a very elaborate crafting system... which I had to simplify because it's not a crafting game. I had the most amazing ideas for battle systems, but they'd be too flashy for my game. I was even going to have a tool system but it literally had no reason to be there whatsoever.
 

TheoAllen

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Procedurally generated dungeon stage.
 

jweav8705

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Procedurally generated dungeon stage.
Can you expand on this?
Was it a script or evented/variable?
I imagine you could pull a random variable on a player transfer, then assign each variable to a different map transfer event. The problem with that is players could miss maps, or, if a different variable needs to add to a certain number to flip a switch and force a transfer to boss map, players might see the same maps more than once.
This could be fixed, but it would mean that players would see all maps, just in a random order and i dont know if that would have any merit.
 

TheoAllen

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Can you expand on this?
Was it a script or evented/variable?
I imagine you could pull a random variable on a player transfer, then assign each variable to a different map transfer event. The problem with that is players could miss maps, or, if a different variable needs to add to a certain number to flip a switch and force a transfer to boss map, players might see the same maps more than once.
This could be fixed, but it would mean that players would see all maps, just in a random order and i dont know if that would have any merit.
The map is generated, means you don't have to map it in the editor, instead the script will generate the map for you. Means, you will not miss a map at all.
 

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