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Mora Larsen
Mora Larsen

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Randomness Algorithms in Games: Development Experience and Questions for the Community

I'm working on my own game and have been seriously thinking about how to implement RNG. I'm not just interested in calling a built-in random() function — I want to understand how number generation works under the hood. I want the system not only to appear random but also behave consistently in tests. The challenge isn't generating a number, but integrating that number fairly into game logic where balance and player experience matter. I'm experimenting with different pseudo-random algorithms, looking into how Mersenne Twister behaves, and considering custom seeding based on player input.

To understand how it’s done by bigger studios, I looked at how online game providers implement RNG — specifically Pragmatic Play. Their slot games show stable randomness while maintaining a predictable RTP. The way they balance visual dynamics with probability mechanics is impressive. Games like Gates of Olympus or Sweet Bonanza use RNG not just to spin reels, but to determine cascading wins and multipliers that shape the emotional rhythm of the gameplay. I read a full overview of Pragmatic Play's games and paid attention to how bonus logic is built — all tied to an internal randomness system that the player doesn’t see, but definitely feels.

I'm curious — as fellow developers, what approaches do you take when implementing RNG in your projects? Do you build something custom, or rely entirely on standard library generators? And how do you test your system for true unpredictability without compromising game balance?

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kyllie_ee82987da3e24f523e profile image
Kyllie

This is such an insightful topic — RNG is one of those things that seems simple at first but gets very complex once you try to make it feel fair for players. I like that you mentioned both the appearance of randomness and the consistency behind it, because that’s really where most games succeed or fail.

From my own experience, the challenge isn’t just generating numbers, but making sure they integrate into the gameplay loop in a way that feels balanced. For example, too many “unlucky streaks” and players feel the system is rigged, while too many wins make it lose excitement. Finding that middle ground is tough.

I’ve experimented with Mersenne Twister as well, but recently I’ve been curious about mixing in player-driven inputs (like timing, click intervals, etc.) as part of seeding, which sometimes adds a more human feel. Testing is the hardest part — simulating thousands of runs to make sure the distribution looks right while still being fun.

Really appreciate you opening this up for discussion — looking forward to hearing what others in the community are doing with their RNG systems.