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28 December 2025

  • 05:5705:57, 28 December 2025 Generators (hist | edit) [5,611 bytes] NerdOfEpic (talk | contribs) (Created page with "= Map Parts = The map is a nested structure of rooms made of screens. == Screens == A screen is exactly what it sounds like, the amount of space that can be represented on a screenful of space. '''A screen represents:''' * 640x360 pixels. Selected for easy integer scaling to most typical 16:9 screen resolutions. * 32x18 tiles. Each tile is 20x20 pixels. * A space with up to 4 exits. One per screen edge. == Rooms == A room internally represented as is a 2D array of...")

17 December 2025

  • 15:4115:41, 17 December 2025 Design (hist | edit) [14,243 bytes] NerdOfEpic (talk | contribs) (Created page with "= Story = The story of this game is derived from Greek mythology, which is full of arguments between and within families. This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process. == Cast of Characters == * '''Eris''' - Goddess of Strife and Discord ''(Controlled by the player.)'' ** Daughter of Nyx ** Sister of Hypnos ** Mother of Lethe * '''Nyx''' - Goddess of Night ** Mother of Eris and Hypnos * '...")

1 December 2025

  • 20:5920:59, 1 December 2025 DLCs (hist | edit) [269 bytes] NerdOfEpic (talk | contribs) (Created page with "For now, there are no DLC (downloadable content) packs available, but I expect to make them some day. The general idea is that each DLC: * Will add: ** New Biomes ** New Bosses for each biome. ** New Weapons unlocked by each boss. * They are planned to be inexpensive.")
  • 20:5020:50, 1 December 2025 Super Metroid Map Rando (hist | edit) [162 bytes] NerdOfEpic (talk | contribs) (Created page with "Part of the idea behind this game was inspired by watching various streamers playing Super Metroid Map Randomizers. You can check it out at: https://maprando.com")
  • 20:4820:48, 1 December 2025 Map Room Configuration (hist | edit) [1,026 bytes] NerdOfEpic (talk | contribs) (Created page with "Words {| class="wikitable" |+ Map Room Configuration ! !! ! colspan="7" |Reveals |- !Bits!!Type!!Non-Secret!!Secret!!Bosses!!Saves!!Recharges!!Items!!Doors |- |00||Basic||Yes||No||Yes||Yes||Yes||No||Simple |- |01||None|| colspan="7" |No map room, nothing revealed. |- |10||Advanced||Yes||No||Yes||Yes||Yes||Simple||Simple |- |11||All||Yes||Yes||Yes||Yes||Yes||Category||Specific |} ===Item Reveal Types=== * Simple = Any revealed items are shown as a small dot. * Category...")

19 November 2025

  • 18:4518:45, 19 November 2025 TinyMT32 (hist | edit) [1,179 bytes] NerdOfEpic (talk | contribs) (Created page with "The primary random number generation within Fracterebus is an implementation of TinyMT32, which stands for 32-bit Mersenne Twister. It was based on the C implementation of TinyMT32 v1.1.2 found at https://github.com/MersenneTwister-Lab/TinyMT It was ported to C# by NerdOfEpic based on these files: * https://github.com/MersenneTwister-Lab/TinyMT/blob/master/tinymt/tinymt32.h * https://github.com/MersenneTwister-Lab/TinyMT/blob/master/tinymt/tinymt32.c Notes: * Things...")
  • 18:3118:31, 19 November 2025 World Generation (hist | edit) [295 bytes] NerdOfEpic (talk | contribs) (Created page with "The world the player gets to explore in Fracterebus is randomly generated. This is done up front when you start a new world and is managed by layers and layers of algorithms. The random number generator seed value is taken from the seed code and used in a TinyMT32 random number generator.")
  • 18:2118:21, 19 November 2025 Biome Configuration (hist | edit) [2,150 bytes] NerdOfEpic (talk | contribs) (Created page with "A Biome is an area of the game that has a similar environmental/elemental theme. Each biome is paired with another biome that is the opposite element. The player's goal is to restore the elemental balance of the planet by defeating the bosses of each biome. The configuration of biomes when generating a world are driven by which ones are available from DLCs and how many to use. Beyond that, they can vary in size and how scrambled up they are. ===Biome Count=== Th...")
  • 17:3617:36, 19 November 2025 Tutorial Area (hist | edit) [425 bytes] NerdOfEpic (talk | contribs) (Created page with "At the beginning of the game there is an area that teaches the player how to do things. For beginners this is helpful so they know the basics, but for advanced players that already know how to play it can be a bit annoying instead. To account for this, the tutorial can be skipped during world generation. {| class="wikitable" |+ Tutorial !Bit!!Description |- |0||Include the Tutorial Area |- |1||Skip the Tutorial Area |}")
  • 17:0517:05, 19 November 2025 Enemy Configuration (hist | edit) [594 bytes] NerdOfEpic (talk | contribs) (Created page with "Fracterebus enemies can be controlled by both quantity and difficulty. {| class="wikitable" |+ Possible Quantities !Bits!!Type!!!!Placement!!Spawners |- |00||Normal||||Normal||Normal Speed |- |01||Thin||||Fewer||Slower Speed |- |10||Thick||||More||Normal Speed |- |11||Extreme||||Even More||Faster Speed |} {| class="wikitable" |+ Possible Difficulties !Bits!!Type!!!!Health!!Speed!!Shooting!!Projectiles |- |00||Normal||||Normal||Normal||Normal||Normal |- |01||Easy||||Les...")
  • 16:5316:53, 19 November 2025 Save Room Configuration (hist | edit) [576 bytes] NerdOfEpic (talk | contribs) (Created page with "Fracterebus uses the classic save system used by most games in the Metroidvania genre. The player can save at any save room to create a checkpoint in case they die. Surviving the areas between them might be a bit tricky. These save rooms can be configured to behave in different ways. {| class="wikitable" |+ Possible Restores !Bits!!Type!!Description |- |00||None||Saving doesn't restore health or ammo. |- |10||Health Only||Saving restores health but not ammo. |- |01||...")
  • 16:4416:44, 19 November 2025 Code Version (hist | edit) [160 bytes] NerdOfEpic (talk | contribs) (Created page with "This represents the version of the code system itself. By reading the version from the code, the system knows how the rest of the data in the code is laid out.")
  • 00:5100:51, 19 November 2025 Base32 (hist | edit) [1,228 bytes] NerdOfEpic (talk | contribs) (Created page with "To represent a bunch of information in a way that doesn't require a ton of characters and is easy to write down, I've settled on a Base-32 code format. There are 32 characters in the alphabet, and each character represents 5-bits of data. This version of Base-32 uses all 10 numbers, uppercase consonants, and an asterisk. When characters can visually conflict, only one option is kept. For example, with O (oh) and 0 (zero) it would be hard to tell the difference so onl...")
  • 00:2900:29, 19 November 2025 Seed Code (hist | edit) [3,332 bytes] NerdOfEpic (talk | contribs) (Created page with "The seed code is the definition of the world you will play in. It includes things that drive random world generation as well as baked in settings that will be used when playing. The code is made up of 60-bits of information, but is shared using a 12-character Base32 code. {| class="wikitable" |+ Map of where the code bits go. !00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19 |- |V||V||V||S||S||||S||S||S||S||S||||S||S||S||S||S||...")