| ▲ | Avicebron 7 hours ago | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I feel exactly the same. There has to be a way to do procedural generation in a way that doesn't feel "sparse". A thought that comes to me as I type this is what if you try to co-evolve the ecosystems so it doesn't feel like it's just a mix of the same base components in different quantities. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | NBJack 31 minutes ago | parent | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I am but an armchair expert here, but I do think most of what's missing is the complexity of real-life ecosystems and "connections". Having biomes that are substantially large on a given planet and diversity among them, animals unique to each, and some kind of connections between the sparse settlements (even just like 3-5 actual cities per planet would be a start) would be a big difference. It would be a bit less about the 'wonder' and more about understanding the interplay. For now, all I can see is "optimization" and "system limits on numbers of unique objects for things to work at 60+ FPS". | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | NichoPaolucci 6 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I don't know that it's possible. Once you see 5-10 of "new thing" you sorta understand the base layer + different modifiers. We're pretty good at recognizing patterns. It's cool the first 3 times, but then you catch on and it feels fundamentally the same as all the other things you've seen. All procedural games feel like this to me at least. I've been playing Diablo / POE recently. Same deal, once you're at the endgame - the goal just becomes bigger numbers. The maps have different themes, the monsters are different, but you sorta just look past that part as you're gathering generated gear with bigger numbers. It's why I typically get about 10% into the endgame and eventually stop playing. Minecraft is also a decent example, at some point you stop exploring, build a base and focus on the progression rather than seeing what the system generates in the next biome. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | dguest 6 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I think a procedural generated space opera is a bit difficult to do. Space operas are closer to fantasy than hard science fiction: they are about extraordinary people and their extraordinary interactions, you aren't supposed to think hard about the physics. Procedural generation, on the other hand, is all about emergent behavior, which is closer to hard science fiction: tweak the rules and see what happens. You have to build some deep core physics that are robust, make all the other systems interact in sensible ways over a wide range of conditions, and not worry when balance goes completely off the rails in some cases (in fact, that's the fun part). No man's sky is a space opera. You could imagine it being hard science fiction: digging into the ground could be deadly (as opposed to a reliable shelter), water / atmosphere mechanics could change (as opposed to just... water and air), gravity could have a much greater range, resource concentrations could vary more, etc. You'd need some mechanics updates to avoid making this frustrating, but maybe not so many as you need to keep the space-opera plot moving. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | swiftcoder 7 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
> I feel exactly the same. There has to be a way to do procedural generation in a way that doesn't feel "sparse" A good start is not to try and build an entire galaxy. Procgen that focuses on the fine detail of a relatively small world have a big leg up over these "everything generators" (i.e. think of something more on the scale of Tiny Glade or Bad North) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | jackmott42 7 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The best proc gen experience I have had is with minecraft modpack called hexxit. The world is procedural generated, but then there is a library of ~200+ hand built structures/features that are scattered throughout the generated terrain. So you wander through a forest and find a cave into a volcano full of diamongs but guarded by angry dwarves, then head over into the desert and find a castle with a witch king, etc etc There are enough hand built things that you don't quickly start running into repeats, and they are just melded into the generated terrain. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| ▲ | ratelimitsteve 2 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I think you're on to something here. The problem with procgen is hard because the various things in an environment have to interface with one another and in NMS they don't really meaningfully interface. The geography is generated, and the animals are generated, and the mineral deposits are generated, but the geography never affects the animals or the mineral deposits. You don't see, as an example, vast highland regions with animals adapted for living in the cold and huge mineral veins exposed in cliffs at high altitudes. You also don't see older mountains where the average mineral deposit would sit lower in altitude but be smaller due to erosion, with more cave systems and more critters evolved specifically for caves (colorless, blind, chemautotrophic, specializations like that). There's a range of ways the landscape can be, there's a range of ways animals can be, there's a range of ways resource distribution can be, but they don't affect one another and it makes it feel bland and same-y. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | gambiting 6 hours ago | parent | prev | next [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I think it has to be hand crafted with some mix of procedural generation. I worked on the Division Underground DLC, and the way we did it is we had artists create dozens of various room variations, describing how they could connect each other, then I wrote an algorithm to populate the map with these "dungeons" and their rooms in a semi-random order. In the end I think the map had about ~200 unique dungeons, but rooms could repeat between them, so you'd sometimes go "oh hang on I've seen this metro station before" but the entire dungeon would be different almost every time, unless you played hundreds of hours of it(the game kept track and wouldn't give you the same dungeon again until you played them all, iirc) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| ▲ | robotnikman 6 hours ago | parent | prev [-] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I feel like this is where AI would come in handy. An AI can get a lot more 'creative' than a procedural generation algorithm. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||