Editing Pikmin 2 cave generation
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== 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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;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}} | ||