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The current algorithm used to determine which (unoccupied) squares to place new point squares into is broken and predictable. If the user occupies a large number of consecutive squares (first from left to right, and then from high to low) and travels along a path that continues this pattern, the odds of a new point square appearing directly in front of them increase dramatically and the game becomes too predictable and easy. A new algorithm should be implemented, possibly one that involves keeping track of unoccupied squares from the beginning and simply randomly selects one square from this list randomly whenever one needs to be used.
The text was updated successfully, but these errors were encountered:
The current algorithm used to determine which (unoccupied) squares to place new point squares into is broken and predictable. If the user occupies a large number of consecutive squares (first from left to right, and then from high to low) and travels along a path that continues this pattern, the odds of a new point square appearing directly in front of them increase dramatically and the game becomes too predictable and easy. A new algorithm should be implemented, possibly one that involves keeping track of unoccupied squares from the beginning and simply randomly selects one square from this list randomly whenever one needs to be used.
The text was updated successfully, but these errors were encountered: