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Thread: Got any procedural content questions?

  1. #11
    Junior Member
    Join Date
    Sep 2012
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    8
    This does mean you can end up with some slivers, again I figure if there arent too many of them and they dont cause too many problems then im goign to leave them in as sometimes they end up making a really unique little find for the player, a really narrow forest or ridge etc, which all adds to the quirkyness.
    Sounds to me like a perfect description of the English countryside. Our property boundaries can often be a bit wonky, leading to all sorts of unusable scraps of rough land. Your work looks amazing.

  2. #12
    Junior Member
    Join Date
    Nov 2012
    Posts
    2
    From my experience of procedurally generated worlds, from Rogue onwards, the trick is to make it not look randomly generated and from what I can see you've succeeded here. I guess building verity and placement will be key it in the long term.

  3. #13
    Junior Member
    Join Date
    Nov 2012
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    12
    What percentage of buildings will actually be enterable, if any? From the video's i've seen they all look to be unenterable and just there for decoration.

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