I need unpredictable-ish enemy choices, not cryptography. RND works, but repeated testing makes patterns feel obvious.
Is there a simple way to seed it from player timing, or am I noticing patterns that are not really there?
Fast-enough random numbers for a BASIC game
2 replies · opened 1 DAY ago
Sample a changing system value when the player presses fire, then use that to disturb your starting state. For a small game, “different each play” is the useful target.
Players will call any losing streak rigged, including genuinely random ones. Make it fun before making it pure.
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