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{{game icons|p2=y}} | {{game icons|p2=y}} | ||
[[Cave]]s in ''[[Pikmin 2]]'' are made out of [[Randomness|random]]ly placed '''units'''. There are units that represent dead ends, corridors, crossings, and rooms. Every cave's sublevel has a list of units that can be used by the game to create it; the latter is then responsible to randomly align the units in order to create a level with no unconnected exits. | [[Cave]]s in ''[[Pikmin 2]]'' are made out of [[Randomness|random]]ly placed '''units'''. There are units that represent dead ends, corridors, crossings, and rooms. Every cave's [[sublevel]] has a list of units that can be used by the game to create it; the latter is then responsible to randomly align the units in order to create a level with no unconnected exits. | ||
There are three types of units, as defined by the "room type" property, declared in the sublevel unit definition text files: | There are three types of units, as defined by the "room type" property, declared in the [[sublevel]] unit definition text files: | ||
*Dead ends/alcoves: These close off pathways and exits of rooms. Internally, these are called "caps", and their "room type" is 0. | *Dead ends/alcoves: These close off pathways and exits of rooms. Internally, these are called "caps", and their "room type" is 0. | ||
*Corridors: pathways and corridors that normally don't have any special features; their walls decide the path or paths the player can take. Their "room type" is 2. | *Corridors: pathways and corridors that normally don't have any special features; their walls decide the path or paths the player can take. Their "room type" is 2. |