I was excited to read about it until I saw it's only for a console. I've wanted to build a unique "park" world with similar ideas for a long time, but never had the time or resources. I guess you have to start somewhere, but doing this for a single console (P4) is not what I would want to work with. Outerra is the engine that has taken real world geometry combined with procedural geometry in the direction I wanted to…
Exploring No Man’s Sky, A Computer Game Forged by Algorithms
101–110 of 123 posts
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#102Earlier quoted context omitted.
I wouldn't say that's procedural content, I would say that it's emergent, or even less impressively, combinatorial. I would probably call it emergent, in that the designers likely could not test the entire state space of all strategies. What's impressive, in light of that, is that the game ends up balanced, or at least not fundamentally broken. To your point though, is that the "content" (cards) introduces mechanics.…
Dominion is balanced largely through the fact that it's symmetrical. No matter how good or bad the kingdom cards, both players are interacting with them in the same way, so, barring things like writing cards that give additional advantage to the first player, it's hard to unbalance it. If you played "a game like Dominion, except each player had their own independent set of Kingdom cards," it would be big-time not bal…
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#103Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#104Now what would be really interesting is to have some sort of rudimentary evolution in a game like this. Star systems, planet geology, flora, fauna, everything.
No, what would be interesting is everything that you said with the addition of relativistic-speed travel. Take round trips near (or over, depending on your reference) the speed of light and watch how things evolve.
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#105The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of histor…
I've been working on combating this problem for a few years now. I'm working on a game called Spire ( http://hitboxteam.tumblr.com/ ), which is a mix of Quake and Roguelikes. Every procedural dungeon creator I've seen so far seems to just use pre-made rooms or chunks of rooms, and shuffles them around. It never feels like you're in a new world each time, it just feels like you're in the same world jumbled up. For the…
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#106PS4 only, really? Why can't developers release cross platform games these days? Releasing it for one platform prevents a significant amount of potential users from even trying the game. I'd play it when they'll release a Linux version.
But I concur - as someone who can't afford to buy a PS4 or other current consoles (especially given how there's just a couple of exclusive games coming out for them), I won't be playing this unless it comes on PC.
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#107Now what would be really interesting is to have some sort of rudimentary evolution in a game like this. Star systems, planet geology, flora, fauna, everything.
No, what would be interesting is everything that you said with the addition of relativistic-speed travel. Take round trips near (or over, depending on your reference) the speed of light and watch how things evolve.
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#108Earlier quoted context omitted.
No, what would be interesting is everything that you said with the addition of relativistic-speed travel. Take round trips near (or over, depending on your reference) the speed of light and watch how things evolve.
That is only possible in single player.
http://www.achrongame.com/site/achron-and-the-grandfather-pa...
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#109Looks like it could be a good game either way, but I'm questioning their use of words when they say "every atom" is procedurally-generated, as in their first reveal trailer. http://www.youtube.com/watch?v=U6fCn8oB-sg From what they have demoed, they have not proven that anything actually is being generated. My best guess is that they randomly vary colors and textures (and generate the atmospheres, as they say), and r…
Re: Exploring No Man’s Sky, A Computer Game Forged by Algorithms
#110The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of histor…
Unless you are Dwarf Fortress.