Customising maps for custom challenge modes would be an interesting feature, producing a separate code. The map and modifications would obviously have to be very simplified to be codes of manageable length.
Assuming each digit can have 36 values, 0 would be taken by the Null/Default value, leaving 35 options for each digit.
Types of map Customisation
Reducing the code further to 4 nodes and 2 dinosaurs can give a combined code length of 16 digits, or 14 if dino location is always random.
For the Decorations and Rocks especially, it might be best to make the random rotation and/or position use the overall code as a seed, so that it's the same every time the map is loaded.
For neighbouring nodes that are identical for a transformative category, it might make sense to connect them with that transformation, to allow valleys, mountain ranges & rivers for example. Alternatively elevation could be a collection of more specific crafted pre-sets with random or chosen rotations.
Using two digits per dinosaur to get specific species would be great, but assuming filters of some sort, a list of potential candidates when selecting the options is a good idea.
Example value counts (including Null/Default)
Elevation digit:
8 height increments * 4 effects [Smooth Raise/Lower, Flattened, Flatten Raise, Flatten Lower] + 1 Null = 33 digit values
Terrain digit:
(6 Terrains + 11 Plant brushes)* 2 Water states [Removed, Added] + 1 Null = 35 digit values
Decoration-Rock combo digit:
6 Decor sets [Larger trees, Smaller trees, OtherBiomeTrees, Park Decor, Facility Decor, None] * 6 Rock sets [Larger, Smaller, OtherBiome1, OtherBiome2, OtherBiome3, None] = 36 digit values
Dinosaur digit (two digits needed for 3 species locations):
4 Diet/Exhibit types [North America, South America, Europe, Africa, Asia, Oceania/Antarctica, Random] * 4 Size types [Small, Medium, Large, Random] + 1 Null = 29 digit values
Assuming each digit can have 36 values, 0 would be taken by the Null/Default value, leaving 35 options for each digit.
Types of map Customisation
- Elevation
- Terrain
- Decorations/Rocks
- Wild Dinosaurs
Reducing the code further to 4 nodes and 2 dinosaurs can give a combined code length of 16 digits, or 14 if dino location is always random.
For the Decorations and Rocks especially, it might be best to make the random rotation and/or position use the overall code as a seed, so that it's the same every time the map is loaded.
For neighbouring nodes that are identical for a transformative category, it might make sense to connect them with that transformation, to allow valleys, mountain ranges & rivers for example. Alternatively elevation could be a collection of more specific crafted pre-sets with random or chosen rotations.
Using two digits per dinosaur to get specific species would be great, but assuming filters of some sort, a list of potential candidates when selecting the options is a good idea.
Example value counts (including Null/Default)
Elevation digit:
8 height increments * 4 effects [Smooth Raise/Lower, Flattened, Flatten Raise, Flatten Lower] + 1 Null = 33 digit values
Terrain digit:
(6 Terrains + 11 Plant brushes)* 2 Water states [Removed, Added] + 1 Null = 35 digit values
Decoration-Rock combo digit:
6 Decor sets [Larger trees, Smaller trees, OtherBiomeTrees, Park Decor, Facility Decor, None] * 6 Rock sets [Larger, Smaller, OtherBiome1, OtherBiome2, OtherBiome3, None] = 36 digit values
Dinosaur digit (two digits needed for 3 species locations):
4 Diet/Exhibit types [North America, South America, Europe, Africa, Asia, Oceania/Antarctica, Random] * 4 Size types [Small, Medium, Large, Random] + 1 Null = 29 digit values