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An idea for all game programmers/developers

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How about a totally new direction in games engine programming




Where the issue/problem being that most if of not all games from the earliest pong like dedicated gaming systems right through to the likes of the latest crysis/skyrim or Final Fantasy game, has lacked a ‘randomness element’ to the game




I.E, after you’ve played the game a few times or clocked (as in completed) the game same number of times, the game becomes ‘predictable’, i.e you know the general layout of the game in relation to all the game components in respect to where they figure (they being the various and all game components programmed into the game) as you progress within the game, so you know the general paths/movements and start points of the baddies or enemy characters/sprites, you know when and where and how each enemy character/sprite will fire or kick or do something to the player character you control, you know where all the pitfalls/dangers etc are within each stage/level etc as well as the general layout of the stage or level (so you know where in that level you can take a breather for a few minutes), i think you get my drift of what i am saying




My idea is that we ask games programmers/developers to program into their game logic/engines a randomness feature, or even better a random system engine that works in tandem with the game engine or game logic and that the random system engine can be latched/programmed onto either specific/particular or some components of the game or can be programmed/latched onto all components that make up the game




The idea being is that the random system engine (that works in tandem with the main game logic/engine as well as some or all the components that make up the game) essentially gives the game player a unique game playing experience each and every time they play that game as well as adding more of a game challenge and if it gives the games player a unique games playing experience and more of a game challenge each and every time they play that game, the longer or more they will play that game therefore will extend the shelf life (as in lifespan) of that game so far as the game player is concerned (since they will be playing the game more and more until they complete/clock it) and because of the way the random system engine works no two games will play or be the same, which essentially means the games player won’t be able to complete the game the same way as last time again




The way the random system engine will work is that it is programmed as part of the main game engine/logic and can be tied (as in programmed/latched) to some or a particular/specific or all components that make up the game) this of-course depends on the type of game being developed/programmed, since some games (or game types) only benefit (logically) from a random system engine by latching it onto particular/specific or some components of the game and some games (or game types) will benefit (logically) from a random system engine by latching it to most or all the components that make up the game within the game engine/logic



Additionally for modern games (which obviously use the console or computers memory as a scratchpad) a section of that memory will be given over to the random system engine for two purposes) the first purpose is for a compressed ‘ramdom system engine ram’ and the second purpose is for a random system engine ram buffer, what happens is that the random system engine compresses the system engine ram, so lets say you allocate 1 meg for this memory, the compressed version will be 1meg by the power of 1 meg and each compressed area of that memory is transferred over to the system engine buffer memory and once that is used the next compressed area is transferred into the buffer memory and the previous compressed area is replaced with a new random system engine and so on and so forth for the next area of compressed area of system engine ram (so effectively you end up with an ‘infinite’ amount of possibilities), since the system engine compressed ram (and each compressed area within the system engine compressed ram) is constantly updating itself with new random system engines, each random system engine is basically the various (or all) game components that you latched or programmed the random system engine onto within the realm of the game logic/engine (the user will of-course be able to configure how much memory is given to the random system engine compressed ram and ram buffer and also the ability to program in which game components (that’s attached to the game logic/engine) can be programmed/latched or tied to the random system engine and also save those settings for that game, so you can use that setting each time you play that same game or make new settings)




For Classic systems (i.e atari, commodore or sega/nintendo etc etc) the random system engine could be programmed as a game cartridge, which you then either load in the game itself (i.e tape/tape) or plug in the game cart via the random system engine’s game cart port, or since most classic systems now support Sdram cards/cf cards/usb memory sticks, the random system engine could be programmed as a game Sdram cards/cf cards/usb memory sticks, it works the same as the version for modern systems in that you configure how much memory will be used as the compressed system engine ram and how much memory will be used as a system engine ram buffer (since the random system engine game cart will have its one memory for that purpose and the sdram/cf card or usb memory stick will also configure a section of it’s memory for this purpose, outside the memory used to hold the ramdom system engine of-course)



Once you load in the game (be it tape/disk cartridge etc) you enable the random system engine device (be it the game cart or usb etc ) by pressing the little button, you are taken to a menu which will basically guide you through the various and all components of the game (that’s attached to the game engine/logic) that you can program/latch the random system engine onto, so you can basically program or latch the engine onto whatever component(s) of the game you feel would make the game more challenging and make the game unique each and every time you play it



Of-course with regards to the classic systems version of the random system engine, you will of course be able to save your settings for that game (or make new settings each time you play that same game)



The idea being that the random system engine basically/essentially controls every (or certain/specific or particular) element(s) or component(s) within the game (depending on how the random system engine was programmed in the first place) effectively changing the game control/physics, layouts/levels/paths/movements etc as you get further into the game and for each/every time you play that game which makes the game more challenging to play (since you won’t know what will come next as the game engine will randomise everything) and therefore make the game play a unique experience each and every time you play it, which should logically mean the game player will play the game more and more therefore extending the lifespan of that game as far as the game player is concerned

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