The best: finally decided that getting level from PlayState
really is impossible. So I now keep trrack of level with a
independent mechanism that increments by 1 every time game
needs a new board, which coincides wth the official level change.
Now just need to finesse the code, (and restore normal scoring).
* * *
Random work son Level!!
In this scenario, each level progress creates a board with a level more variety...
* * *
I have been running score at high numbers, to change levels easily. a more
nuanced scoring system might be soething like this:
To be determined tomorrow. As well, I need to check up on replacement
tilesmthat fall, so their are consisten.
Then, I tackle the shiny tiles. Been thinking I sould re-do the graphics
so that each tile has a stylised S on it. I would then create a random set
of tiles for the new board, with a randominzer yes, no on each if they
were called up. That way, I would get a manageable et of Supertiles,
never from the same stop or to the samw gridspace.
Follows a tedious scoring exercise for the row. I say tedious because my own
instnct to counter missing matches would be to take a fraction of the resource basket
of avilables at every turn. That would change the odds.
Only switch tiles if that cretes a match is then a look right look lwft algorithm.
Kinda know where this is going😏
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