There's one level in the background that is specified to be playable level. Thus the function that fills the world with disruptors considers it to be a valid level for disruptor spawns even though there's no route for the player to that level.
Changing this would also break the replays because determinism wise any changes to the world / levels are equally impactful. So when our game saves your run as a replay and later tries to reproduce that playthrough on its own, it doesn't matter if something in the background has been changed or if we add 100 enemies to a level. From the game's point of view both changes are as confusing.
It might be more obvious to you guys that of course your replay stops working if you killed 20 enemies in a level and then we patch in 100 enemies to that level. The game wouldn't have any idea how you dealt with the 100 additional enemies that weren't there before and thus the replay wouldn't work either.
Our game thinks that a small change in the level definition is as big of a deal to you as 100 extra enemies.
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