During this sprint, I added a more complex weight system, which now supports dynamic evolution. The three options are
- Constant weight - The weight stays the same no matter what happens
- Linear evolution - The longer a room is able to spawn, the more likely it will spawn
- Linear evolution with presence reset - The longer a room has not spawned, the more likely it will spawn
I also added a persistence system, which I go over in detail on my Level Generation page.