okay so i'm hella sick atm so no actual codie codes but i've been thinking about how to do proper obstacle generation:
in the actual game the coins/obstacles always show up in predefined patterns and then those patterns are selected at random. so this brings up 3 questions:
- what's the best way to store these patterns? (i want the patterns to be stored on disk in plaintext so plaintext stuff ideas only i guess)
- how do i store which patterns can join onto which to ensure that we don't end up with unpassable terrain?
- do i separate coin patterns out from obstacle patterns and try and figure out a programmatic way of putting those in? or should they be part of the pattern definitions
the more i'm thinking about this the more i'm realising that i'm basically making a rhythm game lmao so if anyone knows some good docs on how rhythm games store data i guess that'd be useful lol