It’s currently impossible to write an ai that designs levels in creative ways.. or do anything creative for that matter. Use it for random rolls and define them yourself. I honestly just use it as a d20...
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Just imagine putting proc-gen levels in your favorite games. Wouldn’t that add quite a bit of value even if it was only 90% as good as the hand built ones?
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think of procedural content as something that can never paint out of the lines, ever (risk something unsolvable) currently handmade content is much better at filling in the little corners that give it character
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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how about handpicking from procedurally generated content?
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How about automatically choose from pcg generated content based on players reactions, for long played games like eg
@NoMansSky this could achieve results better than any
picking just by sher amount of content watched
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The two things serve different purposes. I don't think it makes sense to compare them against each other. Procedural generation is more like a hand of cards: one iteration or instantiation of "the system, in practice". Procedurally generated things aren't "about themselves"-
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- in the same way that "authored" things are. A Shovel Knight level is telling a specific, singular story about a singular place and it IS (to some extent) about this one particular hole being right there where it is.
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Into the Breach and Spelunky would not work unless they used their mix of human authored/tuned and proc gen tiles and layout. Spelunky I wouldn’t have played it 1000 times if I wasn’t getting surprised still. The quality is always there as if the levels were at least curated.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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Absolutely! Look at all the stuff people make in Houdini
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I feel like Houdini is a really hand-guided form of procedurally generated content, for some reason I was imagining raw code from the original post. But you really opened my eyes to how wide of a spectrum of topics we're discussing all at once.
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