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Medieval Fantasy City Generator

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111–119 of 119 posts

Re: Medieval Fantasy City Generator

#111
post #69

Earlier quoted context omitted.

This isn't exactly correct. Oblivion's overworld and most dungeons were hand-built. The only procedurally-generated parts were unnamed caves/dungeons.

It's been forever since I read about this but the map itself was generated randomly. It was then manicured by hand. The buildings and cities and dungeons were all hand made, yes. But the dungeons were all using such similar art assets and there was a real lack of variety, so they all rather felt the same. Not that I'm complaining, it was an amazing game and probably one of my favorite gaming experiences of my life. I…

It's weird to think of Oblivion as in any way procedurally generated, coming as the sequel to Arena and Daggerfall that really felt like RPG versions of Elite.

Re: Medieval Fantasy City Generator

#112
post #110
post #107

Earlier quoted context omitted.

I think its more an issue with game design than it is with how big it actually is. Like you don't need infinitely generated worlds to produce a sense of scale, you just need it to take time to explore, and a good reason to explore. And this is ME's greatest failure I think: You can't interact with anything. You skip around space instantaneously, so the largest thing in the game is the citadel.. it's the only object t…

> people try to use procedural generation as a crutch, to avoid actual game design I agree. I guess what I’m saying is that procedural generation need not be a crutch. It should allow the game designer to treat a procedural world like he were a location scout. They can then build sets within that world where story elements can take place, locations modified as required and the remaining 99% left as a living world tha…

>I’ve also wondered about reduced scale in open world games

This used to be a popular strategy, my favorite being lego island 2. You don’t need anything as grand an excuse as a neet pc or detective to allow for it: just take away the fucking car.

>It should allow the game designer to treat a procedural world like he were a location scout. They can then build sets within that world where story elements can take place, locations modified as required and the remaining 99% left as a living world that swallows up the player

This is how I believe open world games are usually done now, if not actually generated, then done mentally (imagine a town by a river, add a simple crisis and let things play themselves out. Not necessarily likely events, and certainly not realistic, but sufficient).

Most open world games do have a decent number of setpieces to find. The problem, I think, is thats all they are. Oblivion, skyrim, witcher, etc all make the same mistake: “you can climb any mountain” and thats where it stops. They are open only in the sense that you can travel in a non-linear path, in an non-linear order of the story. But they forget that the main interesting facet of games as a medium is interaction. That the player has autonomy.

They’re merely open in story, but mechanically they’re extremely linear. They don’t provide open interactions. It doesn’t matter what backdrop you give it, or how well designed and populated things are, if I can’t interact with them.

Roguelikes (note the k), simulation-games and dwarf fortress (and from tabletops: adnd and its kin) are my favorite in this regard: you can interact with everything, in a somewhat limited and controlled fashion, with the potential for interesting, unexpected results. They essentially forgo any real plot or story in favor of letting player autonomy act as its own source of interest. The games and its internal interactions are mechanically complex, while the world around it is significantly less so.

But thus, my opinion is the opposite of yours: the advancements in technology surrounding games, outside of perhaps AR/VR, currently and in the near-future, offers nothing new. The same style of games have already existed, and will continue on independent of these advancements. The only difference will be their graphical complexity, and more likely than not, each advance in graphics will come at the cost of the game’s design, in general. We’re in for nothing new.

Re: Medieval Fantasy City Generator

#113
I play a fork of his Pixel Dungeon called Shattered Pixel Dungeon literally every time I have a free minute (e.g. waiting in line at the bank, using the restroom, laying in bed trying to sleep, etc). It does not surprise me in the least to see something like this from him.

Re: Medieval Fantasy City Generator

#114
post #112
post #110

Earlier quoted context omitted.

> people try to use procedural generation as a crutch, to avoid actual game design I agree. I guess what I’m saying is that procedural generation need not be a crutch. It should allow the game designer to treat a procedural world like he were a location scout. They can then build sets within that world where story elements can take place, locations modified as required and the remaining 99% left as a living world tha…

>I’ve also wondered about reduced scale in open world games This used to be a popular strategy, my favorite being lego island 2. You don’t need anything as grand an excuse as a neet pc or detective to allow for it: just take away the fucking car. >It should allow the game designer to treat a procedural world like he were a location scout. They can then build sets within that world where story elements can take place,…

Thank you for sharing that.

Re: Medieval Fantasy City Generator

#115
post #107
post #63

Earlier 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…

I think its more an issue with game design than it is with how big it actually is. Like you don't need infinitely generated worlds to produce a sense of scale, you just need it to take time to explore, and a good reason to explore. And this is ME's greatest failure I think: You can't interact with anything. You skip around space instantaneously, so the largest thing in the game is the citadel.. it's the only object t…

All of the heavy Minecraft players I know (10+ people) play adventure mode exclusively. I don’t know anyone that plays creative mode for more than about 10 minutes before getting bored with it.

Re: Medieval Fantasy City Generator

#116
post #95
post #47

I 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.

That this can be exported to SVG makes it useful for a number of applications.

Ah, really? Not just for presentation but for interactivity? Can you name an example?

Re: Medieval Fantasy City Generator

#118

If you like procedural generation and maps, you definitely need to follow this high-quality series here: http://heredragonsabound.blogspot.com/ It's ranging from generating city icons to picking appropriate names and placing ocean labels. Really, check it out if you're even slightly interested in such stuff.

Thanks for the mention, I appreciate the feedback!

Re: Medieval Fantasy City Generator

#119

If you like procedural generation and maps, you definitely need to follow this high-quality series here: http://heredragonsabound.blogspot.com/ It's ranging from generating city icons to picking appropriate names and placing ocean labels. Really, check it out if you're even slightly interested in such stuff.

Thanks for the mention, I appreciate the feedback!

You're welcome! How did you notice?
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