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The Two Types of Random | Game Maker's Toolkit

Hello! It's time for the first episode of 2020 - a massive investigation into all things random. In this video I'll explore the various uses of randomness, talk about the two types of random, and explore the pitfalls of using both brands of luck.

I hope you dig it - it was a huge project with lots of research and tonnes of editing work. But I'm pleased with the result and I think it sets a really good precedent for the new year's work. Like I said in the 2019 recap, the goal for this year is to go back to basics with a succession of banging GMTK classics. 

Time to start on video number two...

Comments

Watched the video this morning on my commute, really loved the explanation of the different randomness. And while watching your video, I noticed the huge amount of editing work, in transitions and such. So keep up the good work, Mark ^^

Oskar van Velden

One type of output randomness that I didn't hear you comment on is found in shooters: Damage and recoil. Regardless of your skill or ability to plan, some shooters have variable damage, even random crits (like Team Fortress 2). I think this is neutral to mostly positive since you're operating too quickly to be calculating damage per bullet. However, if you get a lucky crit, or recoil into a headshot, you're generally happy. (Semi-)random recoil adds an additional element of variability that rewards more skill.

James Ams

"Colin Blocksworth"?

Qwertystop


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