Спалите, пожалуйста, что за «смак».
What happens if you remove randomness from Doom?
For some reason, recently I have been thinking about Doom. This evening I was wanting to explore some behaviour in an old version of Doom and to do so, I hex-edited the binary and replaced the random number lookup table with static values.
Rather than consume system randomness, Doom has a fixed 256-value random number table from which numbers are pulled by aspects of the game logic. By replacing the whole table with a constant value, you essentially make the game entirely deterministic.What does it play like?
Game idea: “Be Consistent”
The theme of the game is “be consistent”. It's a minimalist-styled 2D platformer. The core mechanic is that whatever you do the first time, the game makes it so that that was the right action. Examples of how this could work:
* At the start, you're standing at the center of a 2×2 checkerboard of background colors (plus appropriate greebles, not perfect squares). Say the top left and bottom right is darkish and the other quadrants are lightish. If you move left, then the darkish stuff is sky, the lightish stuff is ground, and the level extends to the left. If you move right, the darkish stuff is ground, and the level extends to the right.
* The first time you need to jump, if you press W or up then that's the jump key, or if you press the space bar then that's the jump key. The other key does something else. (This might interact poorly with an initial “push all the keys to see what they do”, though.)
* You meet a floaty pointy thing. If you walk into it, it turns out to be a pickup. If you shoot it or jump on it, it turns out to be an enemy.
* If you jump in the little pool of water, the game has underwater sections or secrets. If you jump over the little pool, water is deadly.
http://gabrielecirulli.github.io/2048/ — Прикольная игра, похожая на 15 (там где тайлы упорядочивать нужно)