Added the level generation and overall game concepts. Its basically done.
The level generation in Orbital Swing uses a procedural deterministic system.
Seeding: Every level ID (e.g., Level 3) acts as a “seed.” Because the randomness is tied to this ID, Level 3 will always have the exact same layout for every player, but it will be different from Level 4.
Iterative Placement: The generator walks along the X-axis (the length of the level). Every few hundred pixels, it places a Hook Point.
Path Logic: It calculates the height (Y-axis) of the next hook based on the previous one to ensure the level is actually “swingable” and doesn’t just put hooks in impossible locations.
Hazards & Loot: Between these hooks, the game “rolls dice” (using pseudo-random numbers) to decide if it should spawn a coin, a bouncer, or a hazard. As the level ID increases, the probability of hazards appearing increases, and the gap between hooks becomes more varied.