Thoughts on preventing UNDO for numbered choices?

That is very true. Aaron Reed’s Procedural Randomness would work here where you can set the seed to an object just before getting a random number from it. Technically you could do the same with Inform’s builtin RNG by setting the seed just before using it. However, I’m not 100% sure that it would give the same result while the extension does do this.

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This is what I did for I Am Prey; the Predator uses a unique RNG which is scrambled for every playthrough, but the deterministic within each playthrough. You can UNDO all you want, but you will get the same outcomes if you take the same actions.

If you take different actions, then this RNG can get sampled differently in some cases, so you also can’t always just see what he does and then UNDO to take defensive action, even though this does still work under many circumstances.

Other random elements in the game use a separate RNG handler, so they don’t mess with the Predator’s unique RNG.

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