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KEROSIINI-TERO
The Rainbow Effect
1202
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Posted - 2014.08.01 21:20:00 -
[31] - Quote
Pokey Dravon wrote:
Well that's true but if socket are randomly placed, that means you'll have a flattening algorithm running in potentially weird and awkward places, which leads to aesthetically awkward situations such as buildings being placed on the sides of mountains for no apparent reason. You need to consider "Why would there be a structure here" such as sticking a tower in a canyon doesn't make sense and looks stupid.
I guess what I'm getting at is that you can't have completely random terrains, it still needs to follow some kind of template to an extent.
EDIT: I love your signature btw.
Whether generation code could create 'sensible enough' maps or not is something we cannot determine in our discussion here... v0v
Maybe a map engineer somewhere around internet considers this and knows better
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2627
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Posted - 2014.08.01 21:32:00 -
[32] - Quote
KEROSIINI-TERO wrote:Pokey Dravon wrote:
Well that's true but if socket are randomly placed, that means you'll have a flattening algorithm running in potentially weird and awkward places, which leads to aesthetically awkward situations such as buildings being placed on the sides of mountains for no apparent reason. You need to consider "Why would there be a structure here" such as sticking a tower in a canyon doesn't make sense and looks stupid.
I guess what I'm getting at is that you can't have completely random terrains, it still needs to follow some kind of template to an extent.
EDIT: I love your signature btw.
Whether generation code could create 'sensible enough' maps or not is something we cannot determine in our discussion here... v0v Maybe a map engineer somewhere around internet considers this and knows better
Well one thing to consider (Im not a game designer but I deal with design of earthwork quite a bit) is the idea of "Terrain Sockets" where there is essentially a gridwork of sockets that can have certain variations of a similar terrain but the edges either match up regardless of the variant. There would need to be rules about which variants can exist in each socket, as not to cause gameplay issues, but if the rules about what can be adjacent to what are properly designed early on, I could see it working out. If they wanted to get fancy they could make variations that dont line up but the edges will blend together given the slope and elevation at that edge.
I also think the ability to drop our own installations and have them actually persist after the battle would also not only add some random elements to the map, but allow for more player customization and interaction, and really hammers in that sense of persistency. Also thoughts on allowing players to move locations of objectives on controlled districts? Number of cannons would remain consistent but you would have say 8 places to stick 5 cannons, and customize objective location to fit your team's playstyle.
This if of course far from a possibility in Dust, but Legion perchance? |
Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
718
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Posted - 2014.08.05 20:04:00 -
[33] - Quote
yeah we need more maps. |
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