[project1dev] Re: procedural generation

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 7 Apr 2009 16:05:28 -0700

ok cool

hopefully we won't hit many unforseen snags.

the only thing i cant think of how to automate is lighting, maybe after eric
does a few lighting passes though he'll see some patterns or something that
we can automate even if only a "rough guess" that he can tweak or something.

Cool, I'm glad you guys think it'll work too
On Tue, Apr 7, 2009 at 3:31 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> I think you have a great idea. I really like the idea of having people be
> able to shape out the design and touch up the art after the procedural
> generator is done.
> On Tue, Apr 7, 2009 at 1:10 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> Glad you like it!
>> I'll wait to see if anyone else has any input about it but if we dont see
>> a reason that this wouldn't work, i think we should plan on making this
>> happen.
>> Hopefully i'll be able to convince shadows to help us, the extra pair of
>> hands on this stuff would really be nice.
>>   On Tue, Apr 7, 2009 at 1:06 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>> alan... don't post stuff like this while i am at work, I will be severely
>>> embarrased if someone sees me celebrating and weeping w/ joy at this awesome
>>> idea
>>> On Tue, Apr 7, 2009 at 3:56 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>>> ok so... that game LOVE that i posted a link about has some really neat
>>>> ideas especially about the problem we will have of not being able to supply
>>>> art fast enough to keep up w/ content creation.
>>>> Thats what i think anyhow, it just seems like the process of building is
>>>> going to take a lot less tiem than the process of prettying up since
>>>> prettying is more involved (although adding enemies and scripted events may
>>>> make the process more on an even playing field).
>>>> Anyhow, i thought we could maybe brainstorm about the possibility of
>>>> making our game procedurally generated.
>>>> If we do figure out something, we dont have to do it right away, i think
>>>> it'd make most sense if we still built things by hand for a while so we
>>>> could still keep making progress instead of just being stopped dead in our
>>>> tracks (:
>>>> Here's a scenario i was picturing, one of the many avenues we could
>>>> possibly go down to make this work.
>>>> 1) A builder goes through and makes a basic skeleton map like kent did
>>>> with the cave level
>>>> 2) As the map is being built, the model used for the floor peice
>>>> basically defines what kind of art it will use
>>>> So for instance if you placed down a 4x1 tile model that was
>>>> "CaveFloor_4x1.ms3d", when you placed it down, it would just be a flat 4x1
>>>> tile that had a dirt texture on it.  Not pretty lookin, but it makes sense
>>>> when you look at it what it is.
>>>> 3) When the map loads, it fills in the details
>>>> When the game loads the map, it looks at that cave floor model and it
>>>> knows a few things about cave...
>>>> a) cave floors aren't level... they have bumps in them
>>>> b) cave floors that border on nothingness have walls to keep players
>>>> from falling into infinity
>>>> c) cave floors have small rocks on them
>>>> So, it would take that 4x1 cave floor and generate a model on they fly
>>>> (or maybe choose randomly from some existing cave floor models) and place 
>>>> it
>>>> there.  It will find out where the walls should be and automatically border
>>>> it in walls.  Lastly, it will populate the cave floor with small rocks.
>>>> And when i say randomly i'm talking pseudo random numbers.  Basically it
>>>> will be the same random numbers each time for a given map that define where
>>>> these things go, so every time you went into a specific cave it would be 
>>>> the
>>>> same cave.
>>>> 4) Artists can still hand-touch up the resulting generated map.
>>>> We'll really need an in game editor for this, but artists will be able
>>>> to take the fleshed out, generated map and hand tweak things by moving
>>>> things around, scaling them, rotating them, and adding new models in there
>>>> (ie models specific to missions and thing like that).
>>>> Basically those hand tweaks will correspond to extra script commands to
>>>> run after the map has been "fleshed out" by the procedural generator.
>>>> Each environment will have it's own set of oddities we'll have to work
>>>> out... like a forest gets populated differently than a cave, and stuff like
>>>> that... so there are lots more details we'll have to figure out.  But, i
>>>> think a system like this coudl work.  It would take a lot of coding but I
>>>> think it's doable and i think it's worth it.
>>>> We would also need some base art for the procedural generator to work,
>>>> but that should be a lot less work than an artist having to pretty up each
>>>> map by hand i think.
>>>> What do you guys think?  Also, any things you would change about it?  Or
>>>> anyone have any better ideas?  Or disagree that this would be useful? (:

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