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Procedural Maps


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#21 pbiggz

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Posted 02 July 2021 - 05:07 AM

View PostMechNexus, on 02 July 2021 - 04:58 AM, said:

[redacted]

Procgen tech is just fine - however, the way it works just wouldn't suit a multiplayer FPS. Procgen works best at large, expansive spaces that are pretty to look at, but it struggles a lot at making something that's fun to fight in, which is when they require human assistance.


The trouble is it could work for a shooter. There's no reason it can't. That's why this idea keeps coming back up from time to time. The challenges with procedural generation are almost always related to development time and testing and games that rely on it spend a majority of their development time on that feature alone.

If you are going to do that, its a box feature, because the money spent on it better damn well be made up in sales. It's quite simply outside the realm of possibility for a game like this, and its entirely unnecessary when clever use of objectives and spawn points could have a transformative effect on existing maps.

Edited by Armchair General, 02 July 2021 - 06:52 AM.
quote cleanup


#22 Dauntless Blint

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Posted 05 July 2021 - 01:31 AM

View Postpbiggz, on 02 July 2021 - 05:07 AM, said:


The trouble is it could work for a shooter. There's no reason it can't. That's why this idea keeps coming back up from time to time. The challenges with procedural generation are almost always related to development time and testing and games that rely on it spend a majority of their development time on that feature alone.

If you are going to do that, its a box feature, because the money spent on it better damn well be made up in sales. It's quite simply outside the realm of possibility for a game like this, and its entirely unnecessary when clever use of objectives and spawn points could have a transformative effect on existing maps.


Well I agree on some accounts but if the resources spent on Solaris or Faction Warfare were put into Procedural generation system I'd expect it would be harder to get sick of a map. A new map every game. Even if the map was divided up into tiles with premeditated FUN design complex's or terrain features.

Dealing with what we have, Moving spawn points so the whole team spawns at one of the 3 points randomly or moving the domination point to weird places on the map would force behavior that uses obscure parts of the maps we already have.
Domination was the number one culprit in reinforcing NasCar muscle memory. We stopped using crazy parts of the map and communicating and developing a plan when it and the other objectives were introduced.

I think it's a possible watermark on when the attitude towards last man standing & escape and evasion got frowned upon more too because you are forced to play against your advantage.
In the spirit of not wasting other peoples time they should have never locked a chassis to the last match it was in, on death.
You would artificially buff the numbers of games and reduce wait times especially in solo que whilst simultaneously allowing the last man standing to play out their game with out being harassed for "time wasting". Such an easy quality of life adjustment that would help reduce players toxicity. It's a no brainer.

#23 pbiggz

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Posted 05 July 2021 - 10:33 AM

I dont think the resources that went into solaris even shine a light on the time it'd take to get procedural generation running properly. Its really not worth the time for a game that already has an outdated engine.

Barring that, I agree with your remarks on spawnpoints, though, i actually think domination is a very *good* game mode, its just samey which sucks alot. As I've said, so much of this game is diminished by game modes that are essentially Beta quality. Aside from the addition and then removal of turrets in assault, assault, conquest, and skirmish have remained the exact same since beta. Domination is barely more sophisticated. We deserve better.

#24 MW Waldorf Statler

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Posted 07 July 2021 - 02:22 AM

Quote

[color=#959595]5. Building generation (fills the tiles that are supposed to have buildings with buildings of a specifiy theme and gives them thematic visual enhancements like faction related flags, signs and paintings)[/color]


thats the big Problem .) its give no Game Engine Today ,thats have Algorithms thats can place Logical the buildings, Streets, and all...to stupid ,to build a Bridge over a River or Street,or the Maze of good looking Streetsystem with Signals, Lamps and all for a First person Shooter with a Big level of Details and not only for flying over it ...im thinking in a Handfull Years we seeing it with modern Engines tahts worked like modern High Price Profi Engines for Movies for example .
Thats why Ark or No Mens Sky have no Citys

The Unity 5 is very Powerfull for example ..Problem ,with each Object for Placement , an new Problem come up
https://marian42.de/article/wfc/

this Project is sadly canceled

https://procedural-g...3062566113.html

Edited by MW Waldorf Statler, 07 July 2021 - 02:31 AM.


#25 Horseman

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Posted 07 July 2021 - 04:00 AM

That's the thing, innit.
Procedural generation is easy. Making it good is bloody hard.
Thanks for the info about the Wave Function Collapse algo, it might be just what I need to revive a project from a decade ago.

Edited by Horseman, 07 July 2021 - 04:08 AM.






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