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Randomize Starting Location Within Seed #57

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stllr927 opened this issue Oct 24, 2022 · 2 comments
Open

Randomize Starting Location Within Seed #57

stllr927 opened this issue Oct 24, 2022 · 2 comments

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@stllr927
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I understand that implement something like Multiworld is a huge undertaking, but I've been playing some co-op pape rando with my partner and we thought it would be a lot of fun to have a setting where you can play the exact same seed as someone else, while starting in different locations, or even with different starting partner characters. It's just more interesting to not be in the exact same situation, so people's roles within a co-op randomizer can be more specialized, or their starting situation can throw them out of their comfort zone/habitual playstyle more. Thanks for the work you've done!

@stllr927
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This is a suggestion by the way, I apologize for my ignorange but I haven't been able to find the location to flair it myself.

@icebound777
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Playing the exact same seed but with different starting locations and partners poses quite the challenge.

With commonly used settings there shouldn't be that much of a difference with different starting locations (for example, starting in Dry Dry Desert generally makes the same item checks available as a Toad Town start, but with several chapter 2 checks added).
However, more limiting settings can cause issues here. While you normally can reach Toad Town from the desert every time, turning on the jumpless start mode has to assume a boots upgrade to be in chapter 2, which a Toad Town start couldn't reach.

Similar issues can crop up with partners, unless the "Partners Always Usable" setting is turned on.

The only feasible way I could see this work would be to generate one seed, then try placing Mario in different locations with different partners, and re-checking if the seed is still beatable from there. In several setting combinations this would likely result in failing to find a suitable, alternative location, and having to generate a new seed from scratch to try again. While a decent solution for a locally run seed generator (if you have the patience), the additional load this could cause on our generator website is undesirable, as we're trying to keep operating costs as low as we can.

While an interesting idea, implementing something like this is probably not in scope for us. I am looking forward to us offering multiworld some day, but that is so far in the future it's not even on the road map yet (and I am kind of hoping community members pick up that mantle, with assistance from us if need be).

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