0 Randomizer post‐v3
Malkierian edited this page 2024-08-18 11:29:22 -07:00

These are goals originally listed in "v3/v4", separated out to be post-v3

  • Tie enemy rando to logic (would require enemy clear logic for locacc)
  • Support latest DJ formats for sequences (i think they allow custom samples now?)
  • Dynamic hint - dynamically finds a woth item within reach

Eventual Glitch Logic:

  • V1 - Include all major glitches as individual toggles
  • ^ excluding wrong warping/void warping/text transfer glitch/item manipulation/srm etc
  • V2 would aim to have closed/challenge option where woth items are delayed in the playthrough

Playthrough Rework

  • Refactor rando code to align with n64 code patterns/structures (not features) (partially complete)
    • One example is playthrough calculation/multiworld considerations so that things like Archipelago or multi-world are easier/free thanks to n64 kicking things off
  • Built-in multi-playthrough logic support (multi world)