I'm wondering if anyone has any insights or thoughts on randomness VS something like deterministic chaos, where (as far as I understand) you could imagine the initial values as being fixed when things are set in motion (almost like a preset random seed), but over time the system/behaviors/results become less predictable..
The reason I'm asking is I've started working on setting up waves/patterns in a game, and I'd like for the patterns to go on forever with certain properties slowly ramping up to a maximum, which would contribute to the difficulty of things.
Ideally I like the notion of having a game present itself pretty much the same way early on, for Players to familiarize themselves with the rules, and to allow for the game mechanics to be balanced in favor of letting the Player learn and become more skilled at completing the challenges...
But that is where things get a bit fuzzy, I don't exactly want to have to manually create a set of 100 or so patterns that model the increase in difficulty, and I don't exactly want the patterns to be entirely random from the start.
I've started looking into Attractors, and came across the Gumowski-Mira Attractor, which creates some nice looking shapes just by tweaking a couple numbers, it might be the type of thing I need.. I'm thinking as the Player succeeds a rank value increases which feeds into the Attractor to modify it's patterns, along with increasing other stats related to enemies, something that boosts rank faster for skilled players and slower for slow players, while providing patterns that could in theory be witnessed multiple times if the Player plays through with the same performance/skill level..
here are some questions.
if you've played any of the Geometry Wars games, would you say they are random, or some type of formula based on the player's actions? On some of the modes it seems hard to tell.
-Pacifism seems to be random, with enemies spawning X distance from player.
-Waves starts off in an identifiable pattern but the side of the screen enemies comes from seems picked at random, it continually gets more and more hectic to the point where the pattern of enemies spawning from each ofthe 4 sides appears chaotic and random.
-Sequence is probably the most pattern-based and fixed of them all, the only thing that varies seems to be the positions of groups of enemies related to where the player is.
-Evolved (the main classic mode) has a feeling of an identifiable ramp-up, but I'd say the enemies right from the get-go are spawning in random positions, it seems to just be the number and types of enemies which are fixed and slowly ramp up, however it hits a point where it is hard to tell what is going on.. actually I kind of think it caps-out at a maximum spawn frequency around 30 or 40 million as long as you maintain your run without dying.
What about a game like Fruit Ninja, on the casual side of things. It seems like the initial few waves are fixed and teach the player the rules while ramping up difficulty, 1 fruit, 1 fruit, 2 fruits, 2 fruits, 1 bomb, 2 fruits and a bomb, eventually your first opportunity at an easy fruit combo, and from then on it seems to be random... but is it random?? Is it Rank that increases as the player succeeds and drops down when they fail?
any thoughts...? I know it is easy to just say "just make it however it best feels fun and seems balanced" or whatever.. but I'm wondering if there are some techniques I'm missing when designing games that are intended to be played similarly to Fruit Ninja and Geometry Wars.