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Member Since 03 Nov 2009
Offline Last Active Oct 04 2016 06:47 AM

Posts I've Made

In Topic: No Man's Sky

07 September 2016 - 05:47 AM

I feel like they spent too much effort on tech/marketing and too little on game design. Endless procedural landscapes eventually get boring. For a great procedural game of this type I think you need:

  • Deep systems, e.g. people can spend ages mini-maxing combat/economy/whatever and arguing about it online.
  • Procedural generation actually affects the deep systems, e.g. different combat opportunities present themselves on low gravity moons/lava planets/whatever.
  • Procedural storylines/quests, even if it's like Bethesda's accursed Radiant Quests.

In Topic: Dynamic sound effects

23 June 2016 - 03:06 AM

Thanks Kasu! Just out of interest, did you have trouble finding the individual sounds, or did you foley them yourself somehow? Also what sort of things would you tweak with hi/lo pass filters?


I've lost the link, but I read an interesting article about creating creature sounds from a simple human voice. Creating a whole bunch of layers, e.g. pitch-shifted, reverse-reverbed, vocodered, etc, then combining them. It sounds quite promising, although with creature noises because they're much longer (and may in fact be continuous) it seems like it would be harder to hide the repetition of the time signature. I'd think you'd need a way to piece different length segments together almost like a dynamic music system.

In Topic: Mechanical/electrical themed puzzle design for FPS/horror

18 January 2016 - 06:39 PM

Can you clarify on "Everybody's Gone to the Rapture"? I was under the impression it didn't have puzzles per se...

In Topic: Basic wind simulation in a large building

05 June 2015 - 06:09 AM

Thanks for the options. Norman's style of approach might be a good first order approximation - pleasant results but wouldn't take the building into account (if I understand it correctly). The approaches suggested by Ashaman and Oolala are similar for me. I can't do a full offline calculation because we're using procedural level generation (sorry I didn't mention!). But we can construct a graph in terms of rooms and corridors, so a certain level of precalculation on a graph level may be possible.


Any other options would also be welcome!

In Topic: Brainstorming Systemic Narrative Design

25 May 2015 - 09:58 PM

I'm interested as well, I'm not doing procedural story per se, but I want variation in the notes that I scatter around my game. So changes like which NPCs are killed in which order, what they're killed by, etc, but without disrupting the flow of the story. Ensuring that any required NPCs survive, time inequalities between certain events are maintained, etc.


The current approach I'm looking into would almost be a grammar, but with large pre-written chunks, conditions, and variables set when you enter certain nodes. Possibly pulling out certain pre-requisite stuff like the characters into a header to avoid emergent logical inconsistencies based upon which nodes are triggered in which order.