Procedural Maps Would Add A Dynamic Nature To Drops
#1
Posted 20 October 2020 - 07:00 AM
#2
Posted 20 October 2020 - 07:02 AM
#3
Posted 20 October 2020 - 07:37 AM
Belorion, on 20 October 2020 - 07:00 AM, said:
Generally speaking - yes.
Practically speaking: What if it happens that such map has some inaccessible spots that must be passed through to achieve the objective (for example to cap the base or destroy HPG station or so)?
Or even worse, what if you spawn on some such spot or get stuck there?
#4
Posted 20 October 2020 - 05:59 PM
2.not with a Cryengine 3.5 Version personal coded from Guys thats long gone ,and without each Programmers and coders ,PGI have only a UE4 Crew
Edited by MW Waldorf Statler, 20 October 2020 - 06:02 PM.
#5
Posted 21 October 2020 - 04:43 AM
MW Waldorf Statler, on 20 October 2020 - 05:59 PM, said:
2.not with a Cryengine 3.5 Version personal coded from Guys thats long gone ,and without each Programmers and coders ,PGI have only a UE4 Crew
im not to sure of that, sounds like something a neural net could do. given arbitrary geometry, create a seed that will generate said geometry. i think the minecraft community does stuff like that trying to crack seeds of worlds from even grainiest of screencaps. that said it probably far to computationally intensive to be viable.
i only know what cry engine is capable of from crysis. and its far more than what pgi has utilized. i think the living legends crew did a better job in leveraging those features. day night cycle, gravity, dynamic terrain features, underwater areas. pgi has leveraged very few of these things.
frankly i dont think id miss the static maps. having to learn the terrain for every game you play means no more exploiting known flaws in map geometry. would certainly do away with the home field advantage so to speak. pros have gone over the maps millimeter by millimeter to find the ideal positions on a map. something thrilling about being on an alien world youve never seen before with a hand drawn map and having to complete some mission.
Edited by LordNothing, 21 October 2020 - 04:47 AM.
#6
Posted 21 October 2020 - 05:27 AM
You guys remember fun, right?
#7
Posted 21 October 2020 - 06:05 AM
#8
Posted 21 October 2020 - 06:22 AM
Lanzman, on 21 October 2020 - 05:27 AM, said:
You guys remember fun, right?
Read this:
Matt Newman, on 07 August 2020 - 09:10 AM, said:
#9
Posted 21 October 2020 - 06:49 AM
MW Waldorf Statler, on 20 October 2020 - 05:59 PM, said:
2.not with a Cryengine 3.5 Version personal coded from Guys thats long gone ,and without each Programmers and coders ,PGI have only a UE4 Crew
^ This isn't necessarily true, maps can be build from components which helps mitigate inaccessible spots. Testing is the name of the game here. proc maps are becoming the norm in games not the exception. There are strategies to help make sure there are not any major flaws in the resulting maps.
Edited by Belorion, 21 October 2020 - 06:50 AM.
#10
Posted 21 October 2020 - 06:51 AM
#13
Posted 21 October 2020 - 10:18 AM
SirSmokes, on 21 October 2020 - 06:51 AM, said:
Minecraft does that really well - they should make a Minecraft-Battletech/Mechwarrior-Game!
I mean it not only has destructible Buldings, the Terrain also is destructible...
Edited by Thorqemada, 21 October 2020 - 10:19 AM.
#14
Posted 21 October 2020 - 10:28 AM
Thorqemada, on 21 October 2020 - 10:18 AM, said:
Minecraft does that really well - they should make a Minecraft-Battletech/Mechwarrior-Game!
I mean it not only has destructible Buldings, the Terrain also is destructible...
That is a very odd idea
Edited by SirSmokes, 21 October 2020 - 10:28 AM.
#15
Posted 21 October 2020 - 01:46 PM
Nightbird, on 21 October 2020 - 09:43 AM, said:
Go ahead, write down yours...
About 500k for the development work including two developers for two years at 100k. Let's assume it also takes two artists the same amount of time, so another 500k (them some highly paid artists but whatever). We're at a million now, but I imagine we will need a level designer and tools developer - we'll give them a year, allowing the developers and texture artists some time to get going, so that's 200k. Now we just need to ship it off to QA and let's be honest, they get paid in food, so we'll call the whole thing 1.2 million even. These are some overpaid guys, but what the heck.
#16
Posted 21 October 2020 - 02:02 PM
RickySpanish, on 21 October 2020 - 01:46 PM, said:
Well, here's the thing, you can't just make people and money magically appear. A workable plan has to have a very good chance of generating more income than it costs. Your approach assumes that you have or can hire cryengine v3.5 devs, which you can't today, that it's ok to put work into a dead-end engine, which it's not, and that people will magically pay money if the procedurally generated maps appear, they won't. One way trip to bankruptcy.
This version of Cryengine is dead, PGI has no cryengine devs, but they've worked on UE and have UE procedurally generated maps already. So, while you don't need to create the map tech anymore, you need to build the entire game around it. From UI to game modes, to net code, to inventories, and game flows. Finally, the monetization strategy, since selling mech packs will not work again. Basically building MWO2 which comes with work for a full team for 2 years. Lastly, marketing, to pull people in. 5 million is the bottom of what it will cost.
#17
Posted 22 October 2020 - 12:52 AM
Nightbird, on 21 October 2020 - 02:02 PM, said:
This version of Cryengine is dead, PGI has no cryengine devs, but they've worked on UE and have UE procedurally generated maps already. So, while you don't need to create the map tech anymore, you need to build the entire game around it. From UI to game modes, to net code, to inventories, and game flows. Finally, the monetization strategy, since selling mech packs will not work again. Basically building MWO2 which comes with work for a full team for 2 years. Lastly, marketing, to pull people in. 5 million is the bottom of what it will cost.
minus inevitable budget overruns when their plans fail to work.
#18
Posted 22 October 2020 - 10:17 AM
#19
Posted 22 October 2020 - 10:22 AM
#20
Posted 22 October 2020 - 10:38 AM
That is a bit of a heavy estimate.
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