Hello everyone,
I’ve never actually played a game where the world is different every time you play it, but I’ve heard of them. What I wanted to know is - how would you author such a world? Standard 3d packages like Max/Maya/whatever, I don’t think are…apt, for such a task?? The broader question is - how could such a software be made? How would it function? Hoping to spark some stimulating discussion with this…
Game worlds that are Different every time
What you’re referring to is the concept of procedural worlds. The idea behind it is that, while some (semi)random seed generates the world, everything obeys a specific set of rules. So, whenever a new world a created, a certain degree of consistency is maintained. Each world looks different, but still maintains the properties of a world. The rules minimize the chances of being presented something that’s unplayable or an incoherent mess. You can see this logic at play going as far back as the first Sim City game - and likely before.
At its core, the bulk of the dirty work is done by the people coding the algorithms and rule sets. They’re going to be the ones who define what constitutes a city or whatever. As an artist, your job is to provide the content to fill those cities. If, however, they also provide for procedurally generated structures, you would then have to design your houses or buildings with modularity in mind. There are numerous tutorials online how to design modular structures and script procedural content.
You don’t need special software for this task. Everything that you have is already well within your reach. Standard packages such as Maya or Blender all do what you want. You just have to understand what that want is. As an artist faced with producing content for procedural worlds, you have to think of it all like one big puzzle. What makes a house? A house is composed of a roof, some walls, doors, windows, and so on.
The programmers may determine how those things are laid in, but you (the artist) determine what each element looks like. As such, you may be required to provide a diverse assortment of pieces to fit this grand puzzle. So, creating 3 roofs, 3 doors, and 3 windows doesn’t mean that you create 3 houses. It means that you create a 27 different potential house types - far more when you factor in house size and floor plan.
In the real world, such design is highly common. FPS games do it all of the time. They typically draw from a pool of available scene components. The level designers then put together a unique looking level based on the pieces. It’s like playing with LEGO blocks, in a way. Each model you create is decidedly different and unique despite drawing from a limited sampling of bricks. Level design using modular pieces, tiles, or components is no different. You might notice it less simply because the pool of pieces is larger or fits a theme.
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