The Aubecian Guide to RNG

The Aubecian Guide to RNG

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Why did you make the Aubecian Guide to RNG?

I made this because I made an RNG game and I wanted to show some things that I struggled with and I wanted to put all of that into a guide for others to know! Thank you to all the people who helped me understand these things like RNG increasers, and more.

What is RNG?.

RNG stands for Random Number Generator. RNG is important for a lot of games, it creates a certain aspect to games that players love! ahem, maybe too much sometimes. RNG is obviously essential for RNG games, but is also important to add in other games. Heres a short list (while there is definitely more) of some games that are important to add RNG into:

  1. Dungeon Crawlers
  2. RPG’s
  3. Strategy Games
  4. and more

Now, I know there has already been many guides to RNG, but I wanted to add more to RNG games that no one has really talked about… These are some of the things we’ll talk about:

  1. RNG increasers
  2. Cutscenes
  3. EXP for fishing faster
  4. The RNG itself
  5. Quests
  6. and more

Now with all that being said let’s get on with the guide!

:red_square: :black_large_square: Chapter 1: The RNG :red_square: :black_large_square:

The RNG System

The RNG system has been made quite a long time ago, and there really isn’t anyway to improve it. But let’s go over everything about it.


This is what it looks like. (THIS IS IN A TRIGGER’S BLOCK CODE)
at the top you will see a block that says “set this variable to” and then “a number from 1 to 50”. That basically is self-explanatory but its rolling a random number from 1 to 50 and set that number to the variable which is Random Number. so the variable could be like 39, 25, 49, 1, or 50. any of those. Then the program will look down to all the else if statements and see which one of those fits with the variable’s number. Lets just say our number is 14, it will look down to these statements and it will see it is less than or equal to 25, but NOT less than or equal to 10. So it will then broadcast the message on channel: 5. You can link this channel to an item granter, a pop-up, or whatever.


So now you know how it works let’s see more scenarios that are confusing
Let’s say you ran out of block code because your random number is very high, like on million. That will require a lot of block code to have the else if statements, but there’s only a 75 block code limit.
The solution:



You make TWO TRIGGERS and make the 1st trigger the lowest chance trigger, if it’s not any of the above, then set a property to that number, and broadcast the 2nd trigger. Then the property will see which number it fits in the new trigger.
also the max property is because of the next drop-down, THE RNG INCREASERS. Let’s go to that to see how to increase RNG!

RNG Increasers

Ever stumped on how to increase luck like in Fishtopia? Well Fishtopia actually doesn’t it just makes a new loot pool on each place you fish. Well, let’s actually increase luck. To do this you don’t actually increase it you decrease it. Confused? Well basically the idea is to set a property as the max number the RNG can go. Let’s use 100,000. So let’s set a property called, Max and set it to 100,000. Then, you can make a button that links to a trigger. The trigger block code should look like this:


Basically, you’re decreasing the max number of the RNG. You can also instead set the property to a number like 50,000 instead of 100,000. But this way you can keep decreasing it every time you press the button.

Thats the end of this chapter. Go to the next to see more details you can do you’re RNG maps!

:red_square: :black_large_square: Chapter 2: Extra Details :red_square: :black_large_square:

Cutscenes

Cutscenes… Ahh… cutscenes. Cutscenes are SUPER TEDIOUS but gives a reward to the players for finding something AWESOME. Because Gimkit added the camera point device you can make these now. All you have to do is wire the broadcasted message from the RNG system to a camera point that activates. The camera point should be to a black barrier that covers the whole screen.


Like this. then you should add a trigger that also gets activated by the broadcasted message from the RNG system but have it a 5 second delay so the players can see a black screen and just try to guess what amazing, lucky thing they just got.
Then, you can make a trigger chain to activate and deactivate cool props to make a cool cutscene.

The top trigger is the trigger that gets activated by the broadcasted message and everything else gets activated by the first.

This is what it may look like at the end. Just a bunch of random props but if played it will show a cool star rotating that slowly gets bigger then finally stops and says Luminous Fish and then the rarity. Of course this is can be changed to whatever you want the cutscene to be.

EXP

EXP can go many ways. Lets review two ways to do it (there are probably more)

1: With An Item

Each time the player rolls, fishes, or whatever you call it, you can give the player a blue seed, or anything else. Then, you can have a shop that decreases time to fish, roll, or whatever, with _____ amount of seeds.


You set up a checker and if it is greater than the set amount than give the reward, if not, send a pop-up that says, “Not enough Blue Seeds”.

Then, with the trigger that makes the rolling happen, make more triggers that are deactivated. Activate and deactivate one by one each upgrade. Each trigger should have like a second less delay.

You can also have a game overlay that shows how much Blue Seeds you have.

2: Property

The second way to do it is not as beginner friendly but much more efficient. You set up a property at 0. Increase the property each roll, fish, or whatever. then do the same thing with the checker, and decrease the property when successful purchase.

Quests

Quests. Quests are so tedious in RNG games. But essential for making your games feel alive and not so… sad. First have a sentry.


Optional: You can add a question mark above the sentry and when the call to action “Sure! I’ll help!” is pressed then make this text invisible.

Add an invisible button below and that channels to a pop-up saying what the sentry wants. Then, the call to actions will say: “Sure! I’ll help!” or “Sorry, I can’t”. Pressing “Sure! I’ll help!” will then add a game overlay on the bottom right screen (or whatever location) saying “Quest”. Once this game overlay is pressed it will then show a pop-up of the quest info. Now, once the quest is finished you go back to the sentry and a new pop-up will show that says “Do you have the stuff?” Then the call-to-action will have yes, and no. Yes will send a checker and if have it then decrease the things you have that the sentry need and get the reward.

That was probably the most complicated section so if you have any questions don’t hesitate to ask me. :slight_smile:

:red_square: :black_large_square: Chapter 3: Shops :red_square: :black_large_square:

Item Shops

Item Shops are ESSENTIAL for games.


I usually have to crafting tables. The right is for items that are in the ingredients of the items on the left that increase luck.

The right is the ingredients, and the left is the luck increasers. Look in the RNG increasers and thats about what’s in the triggers with the items

This could be heavily changed, but I just wanted to show some examples.

Also what’s important is if you talk to these sentries


They should give an example of what the luck increasers do, and by how much.
EX.

Traders

Traders are important because what if you can’t get a certain thing but you were able to get something way better or tons of something a little less as good as the thing you want. That’s when traders are important.

I recommend to play the game, do this multiple times. Find what was hard to get and what you got a bunch of. Then get a crafting table and have a BUNCH of things to buy with. There should be this much or maybe more.


That’s really all I have for this section. Ask as many questions you want!

If you have any other ideas for RNG games please let me know down below!

Conclusion

RNG is essential for a lot of games. This guide talked about how to make the RNG and to improve it, more details like epic cutscenes and EXP by fishing, quests, and also finally item shops and traders.

Thank you for reading, this guide took a long time to make and I would really appreciate a :heart: , thank you!

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14 Likes

This guide is good! Very organized, has SOME comedy and overall has a great concept explained

7 Likes

nice guide, red blackjack. Though there IS quite a lot of RNG guides…

8 Likes

Yes, black blackjack, I have realized that although there are some things that have not been over yet (like RNG increasers, cutscenes, etc.) and also almost all the RNG guides have no images…

7 Likes

Good point. I forgot about the image wipe…

7 Likes

Sorry, I will add that to the guide. The device it used was a trigger.

1 Like

I am still critically in debt of my photos in my guides and will take a adventure of my computer to possibly recollect em all and somehow survive the procrastination :sob:

Although Im late to this since Um I came back since yesterday

This is a pretty great guide, for purposes of your sanity if we do go through another wipe
Make a folder for your images so you can easily find them

6 Likes

This guide is the best RNG guide because it actually only gives you 1 item instead of others. So bump

3 Likes

Bump the Best Bump

2 Likes

Um I cant find the “Random interger from 1 to 50” block in step 1.

It’s in the math section — use the random integer block & the number block for it.

1 Like

I just cant do thiss

It’s still logic, not math for the thing that binds them together.

3 Likes

just copy and paste the one you already have and change the last number to 50

This guide is great! It has helped me understand RNG in gimkit using block code. Thanks!

1 Like