Unused content in Pikmin 2: Difference between revisions

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(Re-wrote and added my undone edit again, with further clarification; I did not mean to say they weren't connected with anything. More info about the edit can be seen on the discussion/talk page of this page.)
(Slight rewording so that the point gets across better.)
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===Pointless cave unit exits===
===Pointless cave unit exits===
Caves are made out of multiple [[cave unit]]s that are connected together with exit points located on the edges of each unit to form sublevels. Some of these cave units have exit points that go useless in sublevel generation because they can only connect to a single type of dead-end in-game, showing no randomization. In addition, there is a corridor-to-room ratio that allows for the ratio of corridors to rooms to be changed, with 0 resulting in no corridors and only dead-end units spawning and 1 being lots of corridors connecting exit points. This ratio is set to zero for these cave units, so corridors cannot generate, resulting in only dead-ends of the same type spawning. This is functionally identical to a sublevel using a single cave unit with the dead-ends already connected on the model during sublevel generation. Shown below are the cave units where this issue arises:
Caves are made out of multiple [[cave unit]]s, each with their own exit points. The game then connects these units during sublevel generation by connecting exit points. Some cave units have exit points that are useless in sublevel generation, because the resulting sublevel is always the same in-game, showing no randomization. This is because every time the sublevel is generated, it can only ever use the same cave units in the same way, so these rooms always have the same dead-end units connected to them. In addition, there is a property that controls the corridor-to-room ratio, with 0 resulting in only dead-end units spawning and no corridors, and 1 being lots of corridors connecting exit points. Where these cave units appear, this ratio is set to zero, so corridors cannot generate, resulting in the only thing to connect to them being the dead-ends. This would be functionally identical to a sublevel using a single cave unit with the dead-ends as part of the model. Shown below are the cave units where this issue arises:
 
<gallery>
<gallery>
File:P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': 6 exit points.
File:P2CU_room_houdai2_1_metal.jpg|'''room_houdai2_1_metal''': 6 exit points.
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</gallery>
</gallery>


Of special note is the last sublevel of the [[Dream Den]], which can show randomization in the sublevel visuals as there are two different dead-end units that can be used, but all of the player's attention typically gets diverted to defeating the [[Titan Dweevil]], carrying back the treasures, exiting the cave and not the type of dead-end unit used when the sublevel was generated.
Of special note is the last sublevel of the [[Dream Den]], which can actually show randomization in the sublevel visuals, since there are two different dead-end units that can be used for that sublevel. Normally, all of the player's attention gets diverted to defeating the [[Titan Dweevil]], carrying back the treasures, and exiting the cave, instead of the type of dead-end unit used when the sublevel was generated.


==Unused lighting==
==Unused lighting==