I 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…
In one article about Dwarf Fortress they talked about how they would write stories, then pull apart the stories to figure out how they are made and then how to make them randomly. It's a bit different from physical/realistic inspiration, and likely to lead to more fun in the results. If I vaguely remember, there's this sense of major plot points, and then everything else is connective tissue. You can imagine the same…
Medieval Fantasy City Generator
91–100 of 119 posts
Re: Medieval Fantasy City Generator
#92I 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…
This seems to be geared more at tabletop RPG. When you're running a game, it's helpful to have these sorts of artifacts to enhance players' understanding, but it's not the sort of thing that GM's really want to spend a lot of time on, unless there's some specific thing you need. Having this just be generated potentially saves a lot of time.
Re: Medieval Fantasy City Generator
#93One thing I would love to see in a city generator like this is a simulation of time and how gradual evolution shapes a city. There'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.blogs…
Re: Medieval Fantasy City Generator
#94I 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.
Agreed. The Map is a great start. If this content could be exported to another type of game such as Elder Scrolls Morrowind or Thief. Even OSS games like Battle for Wesnoth , 0 A.D., and SuperTuxKart would be interesting.
Re: Medieval Fantasy City Generator
#95I 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
#96I 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…
A problem I have with a lot of modern games is the fake sense of scale. In the Mass Effect games the Citadel is supposed to be some vast city floating in space but you’re limited to a few rooms with billboard textures to show the rest of it. On the other hand the game Fuel delivered a massive sprawling (mostly empty) wasteland to chew up in your buggy and was non-random per user. I would love to see this kind of proc…
Re: Medieval Fantasy City Generator
#97Earlier quoted context omitted.
A problem I have with a lot of modern games is the fake sense of scale. In the Mass Effect games the Citadel is supposed to be some vast city floating in space but you’re limited to a few rooms with billboard textures to show the rest of it. On the other hand the game Fuel delivered a massive sprawling (mostly empty) wasteland to chew up in your buggy and was non-random per user. I would love to see this kind of proc…
IMO games like the Witcher 3 and elder scrolls do a much better job of that. Mass Effect tries to trick you into feeling like you're in a big world with freedom to move around, but actually it's a lot more like a Final Fantasy type game: each area is a small "town" zone with the same couple shops, adjacent to a dungeon you need to clear to advance the plot. I like the Witcher style much better. Here's hoping their ne…
What I’ve love to experience is getting lost in the sprawl and scale of a metropolis. Oddly enough L.A. Noir did a pretty decent job of this.
Re: Medieval Fantasy City Generator
#98One thing I would love to see in a city generator like this is a simulation of time and how gradual evolution shapes a city. There'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.blogs…
Re: Medieval Fantasy City Generator
#99I 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…
Why story? The breakthough of SimCity was the concept of software as a toy. The user creates their own fun. In a more modern context, open things to the community by allowing them to write and share their own stories. Anyone familiar with the history of Kerbal Space Program knows this issue. KSP's developers releases a "contracts" system that was essentially a random story teller. A few variables were randomly select…