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Waterlimon

Member Since 28 May 2011
Offline Last Active Yesterday, 10:34 AM

Posts I've Made

In Topic: Biome based map generation?

Yesterday, 10:35 AM

Realistically, biomes are just a simplified model that allows us to compartmentalize all the infinite possible 'environments' into a few discrete categories.

 

Those environments arise as a result of multiple factors that vary over space (weather, 'composition' of the area like vegetation and terrain material, terrain geometry and other large scale things that might affect things like latitude or a big mountain nearby)

 

So to get real biomes, you need to model those individual factors. So now you have infinitely diverse local environments.

 

Then, if you want, you can categorize those infinite environments into a finite number of 'biomes' for gameplay purposes.

 

But IMO, you should not hide the detail and only take the simplified model. It would be better to use the simplification for the player to visualize the world, even if its not an exact representation. So there would still be those interesting cases where no biome really describes the location well, or where two places of the same biome are actually subtly different. I think thats something that is easy to get wrong when you want 'biomes' in a game. You just end up with like 5 possible locations that are all the same, with hard transitions between. If you treat biomes as the simple approximations they are and not as the foundation of your world generation, its going to be much more natural.


In Topic: should i have both epic AND mundane quests?

17 September 2016 - 08:30 AM

To create an interesting experience you need variety in that experience.

 

Epicness is relative to the expectations of the player. If all your quests are epic, none are.

 

As mentioned, the focus needs to be on quality of quests.

How epic they feel, is just a knob to increase the perceived quality of experience without actually changing the complexity of the content (youre just using bigger numbers and words and so on).

 

So you can slowly increase the epicness factor, but occasionally you need to recalibrate the players expectations so it doesnt get too crazy. I would accompany this recalibration with particularly interesting content (because obviously going from "epic" to "mundane" is not very fun, so you need to compensate). Like maybe you complete the epic quest and go back to boring life. But from that quest you got some interesting items or skills or knowledge, that keeps you interested enough to tolerate the lowered amount of stimulation for a while (epicness is just one factor of quality of experience, so you are simply switching from relying on rising epicness as a source of quality, to some other factor like new content - overall quality of experience should thus stay constant).

 

Consider the storytellers of rimworld. They determine how events that happen to you in the game are 'scheduled'. Rising challenge (~epicness), steady, or random.

The existence of options here means that players have different preferences. So maybe you can add an explicit option, or allow players to affect this through gameplay choices.

Maybe some players choose to go on a journey of increasing epicness, while others occasionally go on an epic quest and then return to normal life. And others get themselves in a situation where epic quests are forced on them without much control.


In Topic: How To Create Skins That Look Good For Brightly Colored Objects?

30 July 2016 - 03:22 AM

Avoid using small rectangles, or overall repetitive patterns, within the objects. Doing so interferes with players ability to parse the ACTUAL boxes (which are rectangular and repetitive).

Use something like the curvy shapes of SotLs design. I find those greatly improve my ability to filter/focus on a specific box type, as the pattern is unique (brain doesnt confuse it with the boxes themselves)

In Topic: How To Search A Quadnode Fast?

25 July 2016 - 05:29 AM

If you get the integer position of the node in tree-space, subsequent bits (1 for each axis, 2 total for quadtree) will index into the correct child node (as if it was 2x2 array).

So on nth level, read nth bit of position on each axis (first bit is most significant bit - make sure the zero pos is in middle of integer range like with signed ints)

In Topic: THE COOLEST THREAD EVER: time as an emergent property!

05 July 2016 - 04:26 PM

Assuming the universe is a sequence of interactions (some kind of a DAG), time is simply the fact that these interactions are (partially) ordered.

 

The rate at which time passes is the rate at which the interactions can happen.

 

Assuming interactions happen at constant rate through every branch of the DAG of interactions, then time dilation occurs because an increase in velocity 'consumes' a fraction of the interactions for moving the pattern through space, effectively slowing down the rate at which the pattern itself can evolve (while still maintaining constant rate of interactions relative to the rest of the universe).

 

At least thats how I like to think about it. Dont know if the latter parts are even compatible with experimental observations, but Im pretty sure that time is just another word for causality and is nothing more.

 

(so the universe would/could be just a static pattern of information with internal structure that respects causality and some other rules - and thus the timelines which are us humans within that giant pattern, observe time - my personal belief is that every possible such pattern exists, and the one we live in makes sense because the ones that make sense are somehow naturally favored or more frequent within the space of all possibilities)


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