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Got to spend some time last week on a fun side project, making a small game! (really a tech demo) It's effectively a remake of #Zelda #LinkToThePast, but built from the ground up as a #Randomizer. github.com/dgp1130/LinkToTheRandomizer/
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The original motivation was that most #Randomizers are mods / ROM hacks of existing games. That's a great way to re-experience childhood classics, but those games were never meant to be randomized and suffer from weird, unfixable designs as a result *cough* bombchus *cough*.
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I was wondering, "What would a game look like if it were designed from scratch as a #randomizer?" (the #Zelda variety at least) I can confidently say I made no progress on that question as you definitely can't figure that out in a week (maybe I'll write a blog post someday).
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I was pretty proud to write a randomization algorithm which: 1) Has no dependency on the actual game it is randomizing (everything is represented in the input logic file). 2) Has an upper-bounded complexity (no "guess and check"). 3) Is fairly portable (can run in #WebAssembly).
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Given more time, it would be fun to write tooling around the randomizer to make it a more powerful, game-agnostic tool. A CLI, portability, and a properly specified logic file format could make it pretty useful to other randomizers out there.
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Also testing and verifying the randomizer sounds like a very interesting problem on its own which I would love to dive into more. For example, it could randomly generate logic files from scratch, randomize all the items, and then confirm that the result is beatable.
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Anyways, this is all just a fun bit of coding to take my mind off... other... coding... Check out the game if you want (it runs in the browser and is just one screen, it takes like 10 seconds to beat)! lttr.dwac.dev/game.html