- Joined
- Jan 28, 2011
- Messages
- 98,759
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I talk about the process of taking a feature from an idea to a shipped implementation.
I talk about the process of taking a feature from an idea to a shipped implementation.
You can use procedural generation in a smart way. For example: make locations swap places each time you start a new run (and have more than X, so you can always find fresh encounters, instead of making it one-playthrough deal). It is also possible to generate contents of bioms (or rooms), without changing the general layout of the map. So you are still encouraged to explore, just can't rely on memory to know exactly what you will find where.If your open world is procedurally (read: randomly) generated, it acts as a filler. Do you really need padding and fillers in your RPGs? Look at the Starfield.
Thankfully only a couple of years later Skynet will kill those bossesAt some point devs are going to realize that AI will do procgen way better than they ever could. And five minutes later, their bosses will realize that they don't need human devs anymore.
We're almost there! I can't wait!At some point devs are going to realize that AI will do procgen way better than they ever could. And five minutes later, their bosses will realize that they don't need human devs anymore.
If your open world is procedurally (read: randomly) generated, it acts as a filler. Do you really need padding and fillers in your RPGs? Look at the Starfield.Having an open world is better than not having it. Granted, exploring Arcanum/Fallout world via map is not the same as doing it in first-person, but still.I don’t even know how this can be marked as decline.
And, just subjectively, I never really liked or used the interconnected Arcanum map, using the travel map just like in Fallout.
Focus > size.
I talk about my thoughts on how games can use both procedural and handmade content, based on how I have used it in my past games and how I have wanted to use it in those games.