Die4Ever / Die4Ever/deus-ex-randomizer
enemy density curve
- 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