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Fast-enough random numbers for a BASIC game

2 replies · opened 1 DAY ago

ORIGINAL TRANSMISSION
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?
REPLY #1
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.
REPLY #2
Players will call any losing streak rigged, including genuinely random ones. Make it fun before making it pure.

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