Die4Ever / Die4Ever/deus-ex-randomizer

enemy density curve

Open
#1,024 8 comments 0 reactions 0 assignees View on GitHub
enhancement
Dominant language
UnrealScript
Stars
130
Forks
13
Avg merge
7m
Merged PRs (30d)
2

Description

some maps get disproportionately difficult at 1000% enemies, like liberty island and warehouse, but we would want to retain high enemy counts for maps like hongkong UC

warehouse is the difficult one since the number of enemies isn't that high, it's more an issue with their density

if you make a function to output the curve based on some parameters then it could be easily tested and tweaked in an automated test, like:

`function float GetEnemiesCurve(int num_enemies, vector minpos, vectormaxpos)`

you can make it log the arguments it receives and open the maps you want to test with and then put those values into the automated tests so you don't have to manually open the game and load maps

DXREnemies.uc does not yet have `function RunTests()` so it would need to be added

Contributor guide

No contributing guide indexed for this repository

Research direction

Start by reading DXREnemies.uc and inspect how enemy counts and map positions are currently handled. Add the proposed RunTests entry point, capture values from Liberty Island, Warehouse, and Hong Kong UC, and use them to define automated tests for a tunable density curve that preserves high counts without excessive concentration.

Written by the indexing model from the issue text.

Assessment

Tech stack
unreal-engine
Domain
game-dev
Issue type
Bug
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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