Infinite procedurally-generated city with the Wave Function Collapse algorithm
101–110 of 145 posts
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#102I imagine a counter strike scenario where the area of engagement is constantly moving throughout this infinite city, so the fight is waged over a constantly changing landscape. Hecka fun or hecka confusing?!
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#103It's strange, but for many, many years (40 at least?), I have had dreams that are in places like this. Endless halls, rooms, corridors, and so forth with no exit. It is really oddly triggering to run around in this thing.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#104Earlier quoted context omitted.
I’m too lazy to copypasta the links. Can you please reformat to make them clickable?
That's not what "copypasta" means, you're thinking of "copy and paste." "Copypasta" is when you copy sections of code from one or more program's source code and paste it into another, trying to pluck specific functionality from them, and create a mess in the destination program doing it.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#105Earlier quoted context omitted.
I’m too lazy to copypasta the links. Can you please reformat to make them clickable?
That's not what "copypasta" means, you're thinking of "copy and paste." "Copypasta" is when you copy sections of code from one or more program's source code and paste it into another, trying to pluck specific functionality from them, and create a mess in the destination program doing it.
(I think the Navy Seal copypasta and it's variations is the most popular example: https://knowyourmeme.com/memes/navy-seal-copypasta )
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#106Earlier quoted context omitted.
I’ve worked as a level designer on FPS games. Dynamic generation might suit certain types of games (or something like an event mode), but a huge amount of design work and iteration goes into the layout of multiplayer game levels to make them enjoyable. It’s also important that players/teams can memorise the level layouts in order to form strategies. Still a cool idea though!
I haven't designed levels, but playing maps across a few games, I'm constantly amazed at how well small details are thought out. A seemingly random crate actually blocks off a line of fire that would give one team a major positional advantage; a tree breaks up the line of sight between two objectives; a decorative fire provides visual cover in an otherwise overly open lane; a curved passage has exactly the right prop…
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#107It's strange, but for many, many years (40 at least?), I have had dreams that are in places like this. Endless halls, rooms, corridors, and so forth with no exit. It is really oddly triggering to run around in this thing.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#108Earlier quoted context omitted.
That's not what "copypasta" means, you're thinking of "copy and paste." "Copypasta" is when you copy sections of code from one or more program's source code and paste it into another, trying to pluck specific functionality from them, and create a mess in the destination program doing it.
While a clever interpretation, that's not what copypasta means. It's literally a permutation of the phrase 'copy and paste'; popularized on 4chan, as a term for posts that would be repeatedly copy/pasted.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#109I imagine a counter strike scenario where the area of engagement is constantly moving throughout this infinite city, so the fight is waged over a constantly changing landscape. Hecka fun or hecka confusing?!
I’ve worked as a level designer on FPS games. Dynamic generation might suit certain types of games (or something like an event mode), but a huge amount of design work and iteration goes into the layout of multiplayer game levels to make them enjoyable. It’s also important that players/teams can memorise the level layouts in order to form strategies. Still a cool idea though!
It is definitely a different play style this way, but im sure many people would have a preference for it.
Re: Infinite procedurally-generated city with the Wave Function Collapse algorithm
#110Earlier quoted context omitted.
I’ve worked as a level designer on FPS games. Dynamic generation might suit certain types of games (or something like an event mode), but a huge amount of design work and iteration goes into the layout of multiplayer game levels to make them enjoyable. It’s also important that players/teams can memorise the level layouts in order to form strategies. Still a cool idea though!
If the level was ever changing and expansive it wouldn't matter if one side has a major advantage. Balance is important for small amounts of limited maps, balance is not so important when you have infinite maps and someone might never encounter that same setup as before after hundreds of games. Plus it will be way harder to find advantageous points to utilize when you have to find that spot through observational skil…
hardly, for shooters it will become very frustrating very fast, because a lot of the time you're going to get outrandomed rather then outskilled.
I mean I don't get why everyone is focusing on shooter style games, this would be really great instead for assassination games or hide&seek games, including path findings, runners, treasure hunt etc.