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afec03 No.14708585

What do you guys think of massive open world universe simulators?

I just recently installed Space Engine again and was also looking at Anteworld and it looks incredible but its 40GBs fully downloaded. Which in all fairness is not bad at all given the fact its the entire fucking planet to scale but it's just a tech demo. Has anyone else tried it out?

e2866e No.14708690

File: 58143a30ed445a3⋯.jpg (432.78 KB, 1920x1200, 8:5, 3-140I0143422.jpg)

"Played" a bunch of Noctis back in the day. Was fascinated by the idea.

I'd play something like that today if it had combat and/or some basic progression.

I know no man's lies exists, but I want something better still.

If it's just roaming simulator, I'd pass.


160359 No.14708714

>>14708585

>but it's just a tech demo

But OP, you already answered your question.


3199fc No.14708838

>>14708585

My wet dream is a conversion of Earth's roadmaps into a huge BeamNG.drive map. Would be hard to pull off, though. You'd need a fancy seamless loading system and advanced magics to procedurally generate heightmaps and forests in an appropriate way.

I wouldn't even care if there was nothing to do other than drive. I just want to drive huge distances and maybe cross the planet in the comfiest map ever.

Without running into normalfags constantly.


9d74d9 No.14709977

>>14708838

Have you played those Truck Simulator games? How did you find those?


3f30a6 No.14710006

File: bcce4f0e3acf0dd⋯.gif (193.17 KB, 590x350, 59:35, bcce4f0e3acf0ddded4de9d7c0….gif)

>>14708690

>Noctis

Ahhh, I see you're a man of culture as well.


0dab66 No.14710268

>>14708585

>>14708690

Problem is is hard to get flora and fauna in these things so it actually seems like you're discovering something new. Even with Space Engine as cool as it is, it's just terrain textures, there's nothing in the way of plants or animals or other species and shit. If someone were to actually find a way to do that, that would be a miracle


607f66 No.14710335

File: 58f5b5957f97a68⋯.jpg (440.55 KB, 1600x1000, 8:5, c9a55f425227931f7a2e49c758….jpg)

>>14708585

Procedural world generation is a fascinating topic that can lead to some amazing results if you set it up right. It's fun to see things like that but I'd rather such things be used to create a foundation for a good open world game. It'd be awesome to see an MMORPG developer create a full planet using these kinds of tools and then fill the world with content (Or even just an over-ambitious open-world developer). Alas, procedural world generation that actually has some fucking gameplay is limited to meme shit like Minecraft and Space Engineers.

A big part of the problem can be seen here >>14710268 it's a lot of work just to create the tools to procedurally generate a world. Then developing it further to include flora and fauna in a logical way (IE: The game doesn't generate a bunch of fish in the desert where they all immediately die) is another big hurdle. Usually devs give up at this point but there are a few who've even attempted to random generate civilization in their worlds too.

Procedural world generation has a scale problem and a direction problem. You either have unambitious procedural generation with good direction like Deep Rock Galactic or you have over ambitious generation with no direction like the games you've put in your OP. It's either a simulation or not used to it's full potential, that's the only two options contemporary studios can parse.


e7be0f No.14711007

Procedural generation = An excuse to make no effort.

As NMS should have taught you it's a bad idea used by hacks to make garbage, unless you want a structureless, plot free game with virtually nothing to do. There's a parade of people willing to suck the cock of this idea for some unfathomable reason, granted it does make some notably weird shit on occasion but that's not enough to build on. Devs should be meticulous crafters of their realms not pressing A to make a world, that level of laziness will bleed into every other element of these nothingy games.


bf98fe No.14711188

>>14708690

One of the most interesting things about Noctis is the rarity of coming across life, Numale's Sky really killed that sense of discovery. Maybe if it was something like Outer Wilds where it's partially an adventure puzzle game it'd be enough.


4ef371 No.14711297

>>14711007

>a shitty game did procedural generation poorly, that means all games will do it poorly

You could have at least a picked an example other than babby's first overhyped trainwreck.


bcf7f2 No.14711340

>>14711007

>Procedural generation = An excuse to make no effort

Anon confirms the people who created .kkrieger made no effort.


d956bb No.14711368

File: f4e37ff09e74ca0⋯.png (84.82 KB, 1162x850, 581:425, Caesar's Legion.png)

>>14710335

Would love to have an MMO like that, and guilds fighting each other to colonize all the zones they can and fighting for them.


4e13b9 No.14711499

>>14710335

What about NOWHERE/NOW HERE by Duangle?

http://www.duangle.com/nowhere

Still in development, not even pre-alpha at this point. I have somewhat low hopes for it because of the appearingly slow progress. But the guy involved (Paniq) definitely does know his shit.

I'm not making any judgement yet, but I have a gut feeling it leads nowhere. (pun intended)

Either way, the engine is open source so there's that.


558eb9 No.14711581

File: 3bc395b85d2c6d7⋯.jpg (29.01 KB, 480x360, 4:3, sentinel.jpg)

>>14711007

Procedural generation doesn't belong in every game, but you're a retard if you think it has no place in gaming at all. A lot of game genres benefit enourmously from the ability to create new levels and content via algorithms rather than needing to hand-craft everything.

The entire roguelike/lite genre in particular uses randomly generated levels to present a new challenge to the player every single run. This is important, as it makes the difficulty curve about being able to adapt to new situations and effectively manage resources, rather than just memorizing where the best items are located in a dungeon that's always the same. Nethack would not last people fifteen years if every map was the same.

Also, try not to get procedural generation and random generation mixed up. There's a big difference between the two. Random generation is when you roll the dice and build your level from there, but procedural is building from a seed. Especially in older games, when there was simply not enough memory to save the entire level geometry on the cart, programmers would design algorithms that would rebuild the level from scratch procedurally. It's the same level and enemy placements every time, but the algorithm can be stored in a much smaller amount of space than the level geometry would. Examples of this use-case can be found in the PC games The Sentinel and Elite. You can do this with textures too. Yet another one of the big reasons why modern games' filesizes are so fucking bloated is precisely because they DON'T effectively leverage proc gen in order to save on memory space.


498e66 No.14712268

>>14711499

>Kikestarter video says they're aiming for a 2015 release

>game is still in alpha

wew lad


8e9702 No.14713352

Procedural generation needs to have a limited and regulated implementation. With gung-ho procedural generation, any value added through procedural worldbuilding (in the form of developer-hours saved) tends not to get re-invested in the project, it seems. It's instead used to shore-up the bottom-line by eliminating developer work. As far as actual project enhancement, stuff like flora, fauna, clouds, etc. seem to benefit from it the most. I'm sure it can be used to rough-sketch a world with production-quality results, but which can be later edited manually by artists in future updates. That sorta thing seems useful when you're talking about the realistic scale of continents and planets.


da90a0 No.14713628

File: ee850994c67abea⋯.jpg (23.85 KB, 400x462, 200:231, disdain for plebes.jpg)

>>14711581

>Random generation is when you roll the dice and build your level from there, but procedural is building from a seed.

All random generation uses a seed you fucking plebe. The only time PCs generate "truly" random numbers is when it's designed to have input for patterns from things that don't provide any human input.


61c03e No.14713633

No man sky 2


ee0525 No.14713646

>>14708585

Believe it or not, you actually live in one.


ab017c No.14713655

>>14711368

That's what 40k Eternal Crusade was originally supposed to be. Too bad it was made by a developer that made shovelware and thought buying the 40k license would give them their big break.


0919ac No.14713764

>>14708585

I love the idea.

I wish someone would do it with an entire fantasy world, including cities and villages, dungeons etc. A fantasy life simulator.

Think Daggerfall, but slightly better graphics, procedural generation during gameplay, and with less bugs.

>>14711007

Good procedural generation takes a ton of effort since you basically pick apart good level design, analyze logical rules behind it, and then let the computer put it together again.


4e707a No.14713779

>>14713764

>Good procedural generation takes a ton of effort since you basically pick apart good level design, analyze logical rules behind it, and then let the computer put it together again.

This. It's easy to make bad procedural design like it is very easy to make bad manual design.




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