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Post by Pure Miriam on Oct 7, 2016 10:03:45 GMT -6
Well, i opened this discussion, i should as well say clearly what i think of it. I'm not an expert over these matters. I know procedural generation is quite old and i know many games of the past and nowadays use it. I didn't knew that Igavanias used it, maybe just for some symetry and small things. What raised up a concern over some people is the big focus IGA gave on how badly they needed a team to better work on procedural generation. What i think of all of this, is that i trust on IGA and i know they will do a good job. Procedural generation, as some enlightened us, was already used before and most games had excelent results. Of course, there were ups and downs, and many castles had copy and paste enviroments but i think that tools are much better nowadays and they will be able to fine tune everything on a good note. After all, i think all the places we saw on the video and at the pictures, was already made with the help of procedural generation. And things look not bland at all and really promising.
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Post by CastleDan on Oct 7, 2016 10:36:24 GMT -6
Well, i opened this discussion, i should as well say clearly what i think of it. I'm not an expert over these matters. I know procedural generation is quite old and i know many games of the past and nowadays use it. I didn't knew that Igavanias used it, maybe just for some symetry and small things. What raised up a concern over some people is the big focus IGA gave on how badly they needed a team to better work on procedural generation. What i think of all of this, is that i trust on IGA and i know they will do a good job. Procedural generation, as some enlightened us, was already used before and most games had excelent results. Of course, there were ups and downs, and many castles had copy and paste enviroments but i think that tools are much better nowadays and they will be able to fine tune everything on a good note. After all, i think all the places we saw on the video and at the pictures, was already made with the help of procedural generation. And things look not bland at all and really promising. This thread will slowly turn into a let's reassure Dan thread because I feel like I'm the most negative person about castle design. I think I'm concerned because the boat section reminded me of the DS games in that it was a bunch of hallways stacked on top of each other with very little cosmetic difference, a location that you really need to rely on a map to get a sense of direction and less of a more DELIBERATE direction you're heading. ( I.E. Royal Chapel in SOTN is good about WHERE you need to go despite having different paths you COULD take). Side Note: That design works for a boat ( the stacked hallways type feel) but I'm just hoping there's more interesting more memorable layouts for the castle. A more concise but well plotted out feel to it. I think my concerns will be only dealt with when I get a good sense of how the castle's locations are laid out. Until then I'll always be a bit concerned. So don't waste too much words on me peeps A good example for what makes me love SOTN'S castle for instance is the layout of something like Marble Gallery. It's one huge area but it has a lot of big cosmetic changes throughout that help you differentiate the different directions. You stick towards the top and you get to the clocks, you go down to the bottom and the hallways change the look on the walls entirely to this more red look and you have that unique hallway that ends up heading to the outer wall. All varying looks that really separate the feel. Above all, it's the layout of flooring that gives it a unique feel. On top of the different looks it's the floor plan that makes things interesting. It's rarely just a FLAT hallway it's got verticality to the design of the floorplan that allows you to remember where each place takes you, whereas a lot of the later games started going to repeated hallways, repeated floor plans, and less unique design in terms of how things are structured. Did I just rant again? yes....yes i did. -_-
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Post by JeffCross on Oct 7, 2016 11:33:11 GMT -6
CastleDan I doubt that you are the only one worried about this... there are many people on this forum who like to just read, and prefer stay out of the conversation... so I would guess there are others with your concerns. And I bet many of us have your misgivings about ProGen being used in this game... and I would rather talk about them, then have everyone act like those potential problems are not there. I would think Mana and the dev team would hear out our concerns over this matter... Iga-sama has my trust, no doubt... but redundancy, generic floor designs, lackluster backgrounds and rooms are a deep concern for me. I don't think Iga-sama will let us down... but the those thoughts are still there.
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Post by Deleted on Oct 7, 2016 11:50:30 GMT -6
CastleDan; I think you really need to read up on what procedural generation really is, as you seem to have this idea that it will be an unsorted, random mess. Actually, y'know what? Screw reading up, all you need to know is that procedural generation works within set parameters.What that means is that IGA decides that some part will look like a fancy ballroom, that place will look like a fancy ballroom by using assets made by the staff.
Procedural generation will not throw a cyber penguin pirate talking to a space lizardcow in the background, it will just shuffle and alter assets that are already made. If a room has the look of a diner, it will be in charge of placing the tables at various locations, changing what meal will be found on what table, whether lamps or flowers will be there and what condition they will be in. If the room is an alchemy room, it will scatter around vials, fill them with fluids of different colors, decide which ones are broken or on the floor, where there will be little spills, smoke etc. Procedural generation will add an unique feel to every room while maintaining the common theme of the group of rooms that one belongs to. It will do a job that you'd need several members of the development team to do and it will do it just as good, if not better. It will save money and save some poor dev from having the shitty job of placing teapots on tables in various positions, colors and such.
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Post by CastleDan on Oct 7, 2016 13:07:53 GMT -6
CastleDan ; I think you really need to read up on what procedural generation really is, as you seem to have this idea that it will be an unsorted, random mess. Actually, y'know what? Screw reading up, all you need to know is that procedural generation works within set parameters.What that means is that IGA decides that some part will look like a fancy ballroom, that place will look like a fancy ballroom by using assets made by the staff.
Procedural generation will not throw a cyber penguin pirate talking to a space lizardcow in the background, it will just shuffle and alter assets that are already made. If a room has the look of a diner, it will be in charge of placing the tables at various locations, changing what meal will be found on what table, whether lamps or flowers will be there and what condition they will be in. If the room is an alchemy room, it will scatter around vials, fill them with fluids of different colors, decide which ones are broken or on the floor, where there will be little spills, smoke etc. Procedural generation will add an unique feel to every room while maintaining the common theme of the group of rooms that one belongs to. It will do a job that you'd need several members of the development team to do and it will do it just as good, if not better. It will save money and save some poor dev from having the shitty job of placing teapots on tables in various positions, colors and such. I do get that. I'm saying personal touch is best always IMO. It's the focus of bringing it up in the interview that's a concern because it sounds like LESS personal touch. You can use procedurally generation to help fill out rooms but the over-reliance because the castle is so big kills the person flair of coming up with background designs yourself. He himself says if they did it themselves it'd probably look more beautiful but it'd mean delays. I'm not concerned with the placement of chairs, I'm concerned that the structures within the background themselves will be procedurally generated. Actual background designs which I think deserve a personal touch. I could be wrong about that assumption, maybe it's just used for a bunch of chairs, and what food is put on tables and small items such as that but that's not how i was reading it. I read BACKGROUNDS. So I want them to plot out, okay there should be a statue right here with this hanging from that, and maybe something like this in the sky here. Not, okay here's a bunch of statues in the system now let it put random statues in locations and mix them up. The personal touch makes a location. Am I completely reading this wrong? That's what I got from him saying backgrounds. Is there a limit to what it's used for?
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Post by m0nkf15h on Oct 7, 2016 15:22:11 GMT -6
I completely understand CastleDan's concerns but i don't think its a crime to let the CPU do most of the heavy lifting when it comes to the backgrounds while the devs get on with less time consuming things but i do agree with him to an extent, we don't want the castle to feel sterile. I also don't think IGA would let this happen, it's obvious that he cares so much about this project. So i think they'll let the procedural algorithm make rooms or assets or both, then they'll look at what the computer has created and if its done a shitty job they will correct it. I think its still going to have the human touch in this way so i'm not too worried - i know from experience that its a real pain in the ass creating game assets by hand it can take HOURS so i see the necessity for this approach. So far rooms look pretty good to me and IGA has higher standards than most of us.
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Post by XombieMike on Oct 7, 2016 15:39:27 GMT -6
CastleDan the latest screen shots are amazing. Sure there is a lot of repetition there, but repetition is a huge deal in architecture. I really think there is nothing on worry about. Have you watched the video o posted about PG walls? Just skip to the end of it if you want, but it shows how to use your tools and make them intelligent in UE4.
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Post by CastleDan on Oct 7, 2016 15:56:14 GMT -6
CastleDan the latest screen shots are amazing. Sure there is a lot of repetition there, but repetition is a huge deal in architecture. I really think there is nothing on worry about. Have you watched the video o posted about PG walls? Just skip to the end of it if you want, but it shows how to use your tools and make them intelligent in UE4. I'll definitely watch it in a bit. I appreciate all the positivity I could use it. I enjoy this topic despite my negative feelings about it. I love discussing castle design good or bad, the location is apart of the character and that's why I care so much that it's done right. As a positive while I see some repetition ( which to some extent all igavania has anyways) I'm also seeing good verticality instead of just flat hallways and flat rooms which is very good. I hope a lot of areas have that feeling of...why does this area have to just be a flat box? Why can't the floor pattern move up, move down, have stairs going up...etc
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Post by Ciel on Oct 7, 2016 20:07:03 GMT -6
I am indeed concerned with all of this. Procedural generation for some assets, backgrounds and hell, some[/i] enemy placements is fine, because if the scope of the game is THAT big, then you really need something like that to make it work.
But, I just hope they don't overuse this kind of technique, using it for level design and enemy placement for every corner of the castle.
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Post by Deleted on Oct 8, 2016 1:38:21 GMT -6
CastleDan; Like XombieMike said, architecture is full of repetition. If you really want to insist that things would be better if each column was placed by hand, then I don't know what to tell ya.
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Pure Miriam
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Post by Pure Miriam on Oct 8, 2016 1:55:22 GMT -6
Talking specifically about repetition and bland design choices, something that can happen both by Prodecural Generation and by human creation, i think all Igavanias had their share on this. Symphony of the Night and Harmony of Dissonance had two castles and the second castle was a modified copy of the first one. That idea was obviously made to extend the game's length on a lazy way. Good idea, creative idea, but we all know the main purpose was to make the game bigger with the less amount of resources. From there on, each game had it's share or this, but just to give two examples here, i think two of the biggest offenders are Portrait of Ruin and Order of Ecclesia. REPETITION ON PORTRAT OF RUIN
City of Haze 13th Street For those who not played, in Portrait of Ruin the Castle has paintings. Magical portraits that when you enter, throws you on another dimension, at a separate map. The whole idea was neat, because they could create scenarios that wouldn't fit a castle (like a Pyramid on a desert), but what they did to make the game bigger? Create four main portraits scatered around the castle AND THEN create four MORE portraits that are just alternative versions of the first four, all in the same place, for you to beat and then reach the final bosses. REPETITION ON ORDER OF ECCLESIA
Mistery Manor Giant's Dwelling Order of Ecclesia had a bunch of scenarios outside the castle, and then the castle. The idea was also to make something different and diverse in look. They did it, but it also had copy and paste scenarios all over the place. You beat a bunch of scenarios and then you have more scenarios and some of them are copies one from the other. CLOSING COMMENTS
Those copies were made due to Procedural Generation? Overall Lazynes? Lack of resourcers and time? All those things at the same time? Hard to tell. But those games ended up being great games noneless.
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Post by CastleDan on Oct 8, 2016 7:33:33 GMT -6
well..
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Post by CastleDan on Oct 8, 2016 7:43:30 GMT -6
CastleDan ; Like XombieMike said, architecture is full of repetition. If you really want to insist that things would be better if each column was placed by hand, then I don't know what to tell ya. I don't need to insist it when IGA literally makes that point for me with what he said. Granted he said it'd take loads longer too which is why my point was maybe the castle should have been a more modest size. I'm well aware that you can use procedural elements to space things out for you and evenly put down statues but I feel like you're missing my point. That isn't my worry, my worry is they put statues of some sort into the system and then I'm gonna see variations of that statue in various areas in that location. When I rather them make a statue for this room and make a completely different one for a different room which gives it a true sense of personal touch. It's the overuse that I'm worried about because they're speaking out about the vast SCOPE of this game and has daunting it is, so whenever there's a game that's huge there's always a worry for overuse of a program to help get it done. In other words, it's a completely valid concern. Pure Miriam Interesting post but you're looking at repetition on a broad scale. Yeah, the castle flipped upside was repetition but it provided a unique experience turning everything on it's head. What I'm talking about isn't the extra factor but on a room to room basis. Take for instance Portrait of Ruin: This location had bland hallway like the above, bland hallway, bland hallway that all looked the same some with water some without, and a unique room type that repeated over and over again. Most people are okay with that, me? I think it's lazy. Not only is the design boring, but it's really repetitive and makes it uninteresting to explore and then you start relying heavily on the gameplay to make the game interesting which wasn't the case for me in SOTN or Aria. SOTN's underground caverns however keeped a repetitive LOOK to it but the layout and the unique rooms were in high force. See the floor and how the geometry of it is never just flat and boring. They could have easily turned this into repetitive hallway after repetitive hallway. Instead you had The variety of how rooms looked, how they were laid out, how they made you REMEMBER the different paths were astounding. Sure the background and coloring were the same but the layouts were UNIQUE and the things in the rooms had a real personal touch to them. That died a fiery death the longer Igavania's went on. This post has probably been my most effective way at showing why Sotn's castle is so well done. You can look at pictures and TELL where in the location it takes place BECAUSE of the unique rooms or unique moments. So the knights being drowned tell you it's to the area on the left instead of the right. If I showed you a pictures of Portrait's underground area you wouldn't be able to tell crap.
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Post by Olrox on Oct 8, 2016 7:54:41 GMT -6
You know all those assets that you see repeating over and over again in games? Y'know, things like wall textures, various patterns, objects, paintings, windows and statues? Well, what procedural generation will do is take all those shapes and arrange them differently and/or give them specific details (cracks in different places, various colors, etc.). This is nothing to be afraid of, as it will enrich the castle and make every room feel more unique. Yes, this is exactly why I'm not worried about procedual generation for Bloodstained. For example it would be a waste of time creating walls and pillars over and over again when the same are used in multiple rooms in an area, plus making them procedually generated doesn't mean that the reused asset will be an exact copy of the orginal but that it will be really similar to the rest of the area, blending into the background nicely with a touch of originality to it. I trust IGA for this and the recent screenshots have led me to believe in him even more.
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Redogan
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Post by Redogan on Oct 8, 2016 7:58:11 GMT -6
I think it is more of an issue of creating the assets by hand vs. having AI created assets. Once the assets are created, using procedural generation to place them/fill out a room is no big deal.
For example, a wall tile could be created by hand with dirt, texture, sheen, and cracks. Then the computer can populate an entire hallway with that tile. But, each tile would look exactly the same. Each crack would be in the exact same place on each tile. Alternatively, if the computer is given the details (crack, dirt, hole, bloodstain, etc) and then allowed to place them randomly within each tile, then populate the hallway; then you end up with more unique hallways and not just the same tile over and over.
Regardless of how you generate each tile, you need the computer to fill out corridors and such using the already-created assets or you end up with mountains of work just to create a single hallway.
I could be completely wrong, but that is how I see it happening.
EDIT: I can't read this topic without wanting to go back and play some of the old IGAvanias. Especially with all the screenshots. I'm looking at you SotN.
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Post by CastleDan on Oct 8, 2016 8:08:38 GMT -6
I think it is more of an issue of creating the assets by hand vs. having AI created assets. Once the assets are created, using procedural generation to place them/fill out a room is no big deal. For example, a wall tile could be created by hand with dirt, texture, sheen, and cracks. Then the computer can populate an entire hallway with that tile. But, each tile would look exactly the same. Each crack would be in the exact same place on each tile. Alternatively, if the computer is given the details (crack, dirt, hole, bloodstain, etc) and then allowed to place them randomly within each tile, then populate the hallway; then you end up with more unique hallways and not just the same tile over and over.
Regardless of how you generate each tile, you need the computer to fill out corridors and such using the already-created assets or you end up with mountains of work just to create a single hallway. I could be completely wrong, but that is how I see it happening. EDIT: I can't read this topic without wanting to go back and play some of the old IGAvanias. Especially with all the screenshots. I'm looking at you SotN. The bold I'm totally fine with but my concern of what it WILL also be used for was posted in my previous post.
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Post by JeffCross on Oct 8, 2016 8:30:05 GMT -6
This game is Iga-sama's baby... I doubt he will let ProGen to completely take it over. I bet he has some awesome ideas for certain areas. And while ProGen works on most of the castle, Iga-sama and his team will work on certain parts of the castle by hand... as CastleDan pointed out the waterways were so unique and memorable even if many parts of SotN used ProGen as Galamoth has pointed out. Again, the fear is there, but the point that Iga-sama is at the helm, in my opinion, makes this choice easier to take. I know this is going to be a large castle, "Iga-sama's largest castle" but I doubt Iga-sama would have offered it without understanding the work that would have to go into it... I feel he would make sure his masterpiece of a castle was not a bland, cut and paste mess. but that is only my opinion lol.
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Post by CastleDan on Oct 8, 2016 8:37:59 GMT -6
This game is Iga-sama's baby... I doubt he will let ProGen to completely take it over. I bet he has some awesome ideas for certain areas. And while ProGen works on most of the castle, Iga-sama and his team will work on certain parts of the castle by hand... as CastleDan pointed out the waterways were so unique and memorable even if many parts of SotN used ProGen as Galamoth has pointed out. Again, the fear is there, but the point that Iga-sama is at the helm, in my opinion, makes this choice easier to take. I know this is going to be a large castle, "Iga-sama's largest castle" but I doubt Iga-sama would have offered it without understanding the work that would have to go into it... I feel he would make sure his masterpiece of a castle was not a bland, cut and paste mess. but that is only my opinion lol. That's the hope but he was also at the helm of the games that were cut and paste messes and they were on time constraints as well. I think I'm being vocal in hopes that they see how HUGELY important it is to get the castle right. If done right this game has the shot to be the best igavania easily which is why I really want to keep driving the point home. I also genuinely enjoy discussing what makes a castle location work and what doesn't. Oddly enough my other favorite franchise has the same issues in the sense that Resident Evil the location you're in is so hugely important to the game that when they do it in an uninteresting way the games suffer. It's that reason why RE1 and RE2 are two of the best, the locations are characters because of how great and memorable the locales were
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Post by JeffCross on Oct 8, 2016 9:46:06 GMT -6
This game is Iga-sama's baby... I doubt he will let ProGen to completely take it over. I bet he has some awesome ideas for certain areas. And while ProGen works on most of the castle, Iga-sama and his team will work on certain parts of the castle by hand... as CastleDan pointed out the waterways were so unique and memorable even if many parts of SotN used ProGen as Galamoth has pointed out. Again, the fear is there, but the point that Iga-sama is at the helm, in my opinion, makes this choice easier to take. I know this is going to be a large castle, "Iga-sama's largest castle" but I doubt Iga-sama would have offered it without understanding the work that would have to go into it... I feel he would make sure his masterpiece of a castle was not a bland, cut and paste mess. but that is only my opinion lol. That's the hope but he was also at the helm of the games that were cut and paste messes and they were on time constraints as well. I think I'm being vocal in hopes that they see how HUGELY important it is to get the castle right. If done right this game has the shot to be the best igavania easily which is why I really want to keep driving the point home. I also genuinely enjoy discussing what makes a castle location work and what doesn't. Oddly enough my other favorite franchise has the same issues in the sense that Resident Evil the location you're in is so hugely important to the game that when they do it in an uninteresting way the games suffer. It's that reason why RE1 and RE2 are two of the best, the locations are characters because of how great and memorable the locales were I also am enjoying this thread... and yes Iga-sama was at the helm of those games but did he really have control over them?... I personally don't think he had as much control as those games as he does in Bloodstaind... In my opinion, konami had given up on "igavanias" and just wanted the product out. So Iga-sama worked with what he had, and I think they were good games... but as I said, this game is his baby, his masterpiece... I doubt he will give an inch when it comes to the integrity of this game. And I think that is why he hired on new people to work on this game that knows more about ProGen then his team does. I think it takes a lot to even admit to that... And yeah I agree with you, RE1 & 2 were my favorite in the series... I didn't know why I did not like the others... I just knew they were boring, I guess that was why, the areas were really uninteresting and boring...
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Post by Redogan on Oct 8, 2016 10:03:17 GMT -6
Anyone know if they use procedural generation for flame effects? I don't like seeing a flame that moves in a loop. The flames on candles, etc should vary in height and intensity and "dance" to a degree. It looks like the flames are pretty random in the 505 games video--which is good.
EDIT: Also, ProGen for water effects, rain, lightning, snow, etc?
Add-on: Also, ProGen need not mean lack of variation in assets. I'm sure there will be some re-use, but there will also be variation in things like statues and such. For example, you would find gargoyle-like statues near the entrance and/or castle wall, but you would find Sypha-esque statues in garden/blood fountain areas. And, within each area, the gargoyles don't have to all be the same. They could have an array of different gargoyles and let the system choose. But that gets into more randomly generated areas. It's all pretty exciting for castle generation when you think of all the possibilities.
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