Medieval Fantasy City Generator
61–70 of 119 posts
Re: Medieval Fantasy City Generator
#62Earlier quoted context omitted.
It seems like they were downright crappy only a few years ago. What's changed?
A wild guess: more computing power means more content that can be processed and the need for more content can be addressed by computer generation. For example, just a few years ago open world games were just a handful and required a lot of work. Nowadays even a simple game can have a large procedurally generated world.
Re: Medieval Fantasy City Generator
#63I love this sort of thing, but the far more interesting challenge to procedural games is engaging the player emotionally and intellectually, and giving them a sense of long term narrative progression. I'm mainly thinking of RPGs here, but it's a problem that surfaces up to this day in things like No Man's Sky. Even in non-procedural games that nevertheless allow you to continue playing in a world after all the storyl…
Re: Medieval Fantasy City Generator
#64I love this sort of thing, but the far more interesting challenge to procedural games is engaging the player emotionally and intellectually, and giving them a sense of long term narrative progression. I'm mainly thinking of RPGs here, but it's a problem that surfaces up to this day in things like No Man's Sky. Even in non-procedural games that nevertheless allow you to continue playing in a world after all the storyl…
I've lately been playing Dead Cells a lot, er too much. It's a roguelike-metroidvania hybrid with a bit of Prince of Persia sprinkled atop.
All levels are procedural. Every time you die you start from level one again. But since it looks different every time, it doesn't bother one much or at all.
Curiously, there is no narrative or story line at all. The Indie studio behind it, Motion Twin, simply doesn't have the resources or budget for doing this 'properly'.
The typical approach is then to just use text -- just because you have to have a story. But they opted not to even do that.
For me Dead Cells is a great example of on-the-fly procedural content done exactly right -- w/o any narrative.
Re: Medieval Fantasy City Generator
#65Re: Medieval Fantasy City Generator
#66I think this stuff is interesting but not heavily moving. Every few years someone shares a tool like this. But why not have such a tool connected to something useful like a flight simulator or openstreetmaps, or in a format that game engines can use as foundation for a game? Then people could actually do something with it instead of just looking at it.
Re: Medieval Fantasy City Generator
#67Earlier quoted context omitted.
This is why IMO a well-run pen-and-paper RPG will offer a far superior experience to any computer game for the foreseeable future.
mmo?
Re: Medieval Fantasy City Generator
#68There's a picture book called "Barmi: A Mediterranean City Through The Ages" by Xavier Hernandez and illustrated by Jordi Ballonga. It illustrates a fictional city from Neolithic settlement to Roman outpost to medieval town to modern city. Some images can be seen at http://jordiballongaen.blogspot.com/p/baronia.html
In this book, you see how a Roman amphitheater decays during the Dark Ages, and the structure is partially used and cannibalized to create a circular set of apartment buildings, which then influences the later layout and design of the city in modern eras.
Procedural generation unfortunately tends to try to generate everything at once, as if a medieval city was created ex nihilo. It would be interesting to see what it would look like if such designs incorporated evolution over time.
Re: Medieval Fantasy City Generator
#69I love this sort of thing, but the far more interesting challenge to procedural games is engaging the player emotionally and intellectually, and giving them a sense of long term narrative progression. I'm mainly thinking of RPGs here, but it's a problem that surfaces up to this day in things like No Man's Sky. Even in non-procedural games that nevertheless allow you to continue playing in a world after all the storyl…
Skyrim and Oblivion are a good example here. Oblivion heavily used procedural generation to create the overworld. It resulted in a pretty samey experience. Skyrim, on the other hand, hand-crafted the entire overworld and paid attention to making sure that things looked spectacular from where the player was standing.
Re: Medieval Fantasy City Generator
#70Serious application for these tools: crowded countries like the UK often talk about building new towns rather than annoying everyone is existing towns by more and more building work. Unfortunately, new towns tend to be rather formulaic and dull. With tools like these, you could start with a medieval city generator and use algorithms to apply changes that would have happened over 500 years and then build the new town…