Jedi Master Radek
Arcane
- Joined
- Dec 12, 2013
- Messages
- 4,351
https://gamedevacademy.org/complete-guide-to-procedural-level-generation-in-unity-part-1/Tim did the first pass on ciphers, monks, crafting, and strongholds.
The stronghold was originally less abstract and included procedurally generated dungeons (here we go again) your companions would run through to complete quests.
He also wanted to include player-generated companions you could level up through procedurally generated dungeons. Starting to get the idea that he's obsessed with putting procedurally generated content in RPGs.
He wanted to add a bunch of annoying Watcher-oriented animations to skills (like a ghost springing a ghost trap, a ghost opening a secret door instead of those things just popping up as colors when detected). Like Fallout but worse. Felt so strongly about this that he advocated for it once more after it was rejected the first time.
They moved him to Tyranny immediately after Pillars shipped. Lotta work to be done.
Tim must like a challenge; Josh Sawyer said in his recent CP2077 stream that random generated content in Pillars is[U]impossible[/U]
to do due to the engine (Unity).
Not sure if it cant be done in any Unity game, or if its just the way Pillars was programmed.
Certainly seems possible, but I'm not sure why Tim thought it could be done with Pillars and its prerendered backgrounds, unless he was thinking of just reusing the same maps and only replacing enemies/treasure.
He might have wanted to create modular fragments of maps that are put together by random generation, like rooms or corridors.