Editing Pikmin 2 cave generation
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[[Cave]]s in {{p2}} are mostly generated [[random]]ly, a process with many moving parts. | [[Cave]]s in {{p2}} are mostly generated [[random]]ly, a process with many moving parts. | ||
== Generation == | == Generation == | ||
When a sublevel is entered, the game generates it [[random]]ly; it starts by building random terrain, and then populates it with random objects | When a sublevel is entered, the game generates it [[random]]ly; it starts by building random terrain, and then populates it with random objects. | ||
===Layout=== | ===Layout=== | ||
A sublevel's terrain is composed of several [[cave | A sublevel's terrain is composed of several [[cave units]] stitched together. Each unit can be a dead end, a corridor, or a room, and has some spots where objects can spawn; each spot contains data about the amount and type of object that can spawn there. In each sublevel's configuration, there is data about which cave units it is allowed to use, and data about how the dead ends, corridors, and rooms should work in terms of quantities. The game then uses this information to randomly create and connect cave units. | ||
===Objects=== | ===Objects=== | ||
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* The object spawns [[out of bounds]] (spawn points randomly offset the spawned objects by an amount). | * The object spawns [[out of bounds]] (spawn points randomly offset the spawned objects by an amount). | ||
Note that when the sublevel has finished generating, the game may purposely delete some objects for gameplay reasons. This happens to treasures in Story Mode that have already been collected, and Candypop Buds that do not meet the [[Candypop | Note that when the sublevel has finished generating, the game may purposely delete some objects for gameplay reasons. This happens to treasures in Story Mode that have already been collected, and Candypop Buds that do not meet the [[Candypop family#Maximum Pikmin requirement|maximum Pikmin requirement]]. | ||
Note also that the algorithm has no logic to figure out if the player can logistically reach and recover a treasure in the cave layout it generates. This is usually no problem, but in Hole of Heroes sublevel 6, it can result in one of the treasures being unobtainable, as explained [[Hole of Heroes#Sublevel 6|here]]. | Note also that the algorithm has no logic to figure out if the player can logistically reach and recover a treasure in the cave layout it generates. This is usually no problem, but in Hole of Heroes sublevel 6, it can result in one of the treasures being unobtainable, as explained [[Hole of Heroes#Sublevel 6|here]]. | ||
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;Toybox | ;Toybox | ||
: [[File: | : [[File:Lost Toy Box.png|left|thumb|120px|[[Lost Toy Box]].]] These sublevel designs are in caves such as [[Glutton's Kitchen]] and the [[Dream Den]]. These levels are often filled with giant toys and treasures that are used for food, entertainment, and office supplies. The borders of the sublevels are smaller toys that Pikmin and [[Enemy|enemies]] can cross, but not [[leader]]s, similar to the garden theme. They sometimes can be covered with a large carpet or wood flooring that stretches for the entirety of the floor. | ||
{{clear}} | {{clear}} | ||