Clever uses of *rand

Yep I like some uses of *rand as well. It can add some game play uncertainty into what would otherwise be linear straightforward games. In Dragon Challenges I’m using weighted RNG’s depending mainly on your stats and prior choices to give some randomisaton to events including weather, battles, resources, theft and scene selection to try and give it more replayability. I’ve added in the ability to go around the RNG for scene selection, and also put in a difficulty slider so hopefully it’s customisable enough for people’s tastes.

Haha yeah. I found it interesting trying to get it to work without bugs when you start juggling multiple rand variables, especially when some continue to affect the game after they’re triggered.

Yes, discovered this the hard way :slight_smile:

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