[ideas]: entrance randomizer (general)
Open
Nobody has claimed this yet.
- Dominant language
- Python
- Stars
- 60
- Forks
- 36
- Avg merge
- 2d 17m
- Merged PRs (30d)
- 2
Description
inclusion of excluded rooms:
- rooster key cave, pit exit: treat rooster key cave as a one-way (two-entrance) cave: whatever gets linked to it would be a teleport to within rooster key cave, and pitting out would link back to said linked entrance.
- mabe well: treat like desert cave, aka put mabe well as a one-entrance cave with the rest, and have room linked to a different exit
- outside d4 cave: make entrance staircase to be always a tile, and place a tile next to it. allows player to dead-end without the key, but not softlock.
sub-modes:
- "Split": split pools, as it works currently
- "Crossed": the single and double entrance pools are mixed together, allowing for any entrance to be either typing
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reviewing the current entrance-randomizer behavior, especially the existing Split mode. Define how rooster key cave, Mabe Well, and the outside D4 cave should be represented, then specify the Crossed mode's mixed entrance pools and verify that the listed entrances do not create softlocks.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- python
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 28/100