Difference between revisions of "Explicit Random Seeds"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
− | [[Explicit Random Seeds]] are used to modify [[Randomness]]. The pattern is easy to implement rulewise, the challenges being related to interface design rather than gameplay design ([[Explicit Random Seeds]] is a [[Category:Interface Patterns|Interface Pattern]]). | + | [[Explicit Random Seeds]] are used to modify [[Randomness]]. The pattern is easy to implement rulewise, the challenges being related to interface design rather than gameplay design ([[Explicit Random Seeds]] is a [[:Category:Interface Patterns|Interface Pattern]]). |
=== Can Modulate === | === Can Modulate === | ||
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[[Levels]], | [[Levels]], | ||
[[Luck]], | [[Luck]], | ||
− | [[Procedurally Generated Game Worlds]], | + | [[Procedurally Generated Game Worlds]], |
− | + | ||
== Consequences == | == Consequences == |
Revision as of 21:59, 19 March 2018
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Explicit Random Seeds are used to modify Randomness. The pattern is easy to implement rulewise, the challenges being related to interface design rather than gameplay design (Explicit Random Seeds is a Interface Pattern).
Can Modulate
Game Worlds, Levels, Luck, Procedurally Generated Game Worlds,
Consequences
The ability to provide Explicit Random Seeds to a game gives players a Freedom of Choice regarding how to use Randomness.
Relations
Can Instantiate
Can Modulate
Game Worlds, Levels, Luck, Procedurally Generated Game Worlds, Randomness
Can Be Instantiated By
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Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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