I rather enjoy debugging. It’s just another type of puzzle, one of the many challenges of gamedev approached with logic and the tools at hand. It should be noted I actually don’t much like debugging if it involves a bunch of code I didn’t write, but this is why I almost entirely use my own tech, stuff that I built, am familiar with and… capable of understanding 😛 Most bugs die a swift death in Cogmind, since it’s built using a pretty simple architecture and literally the first thing I put together for the framework was its error detection and reporting system, always taking into account what could go wrong whenever anything new is added. But one nightmare bug in particular has been in there for a very long time… “Seeding” a game’s RNG allows it to produce the same numbers in the same sequence, and is therefore a useful feature in roguelikes, especially where map generation is concerned. I’ve already written an article on seeds and how they work in Cogmind, along with their many applications, so I won’t go into all that again. This time I’m here to talk about a specific seed-related issue that popped up and… Read full this story
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Debugging Map Seed Divergence have 317 words, post on www.gridsagegames.com at November 13, 2018. This is cached page on GameMax. If you want remove this page, please contact us.