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I imagine a counter strike scenario where the area of engagement is constantly moving throughout this infinite city, so the fight is waged over a constantly cha
by yters 8y ago
I imagine a counter strike scenario where the area of engagement is constantly moving throughout this infinite city, so the fight is waged over a constantly changing landscape. Hecka fun or hecka confusing?!
- Mtinie 8y agoAre the combatants channelled into the same area? If not you end up with a game of “needle in the (forever growing) haystack”.
- pavel_lishin 8y agoIt would have to work somewhat like PUBG - people caught outside a given area slowly start to bleed health. (Or for bonus fun, are catapulted towards the center of the current combat area.)
- samfriedman 8y agoCareful design of the "tiles" and some restriction to the play area could go a long way to make a "fun" map that is still hugely random.
- praptak 8y agoYou could throw in some magnets there, like a flag whose position is known and has to be captured before the other team does it.
- gmueckl 8y agoDoesn't have to be a stationart target. Just mark the position of the leader in a deathmatch scoreboard on the map and tge problem solves itself while the game can keep moving over the map.
- munificent 8y agoAs someone who already has an abysmal sense of direction (I basically never play 3D games because I'm just always lost), this is my nightmare.
- CGamesPlay 8y agoIf the playable area was small enough, this could actually reduce your disadvantage: nobody else would know what the map looked like, either.
- dwd 8y agoMinecraft in survival mode is probably the worst. You can very easily get hopelessly lost - especially in the Nether world. Very easy to lose track of your portal which is not fun.
- Retra 8y agoIt can be fun. It can also be fun to come up with some sort of breadcrumb system and movement planning. Exploration in proc gen worlds is mostly pointless anyway. Build roads to everywhere you want to go and you'll never get lost.
- dwd 8y agoYes, solved that by making big arrows out of bright coloured blocks pointing back the way I came. Once you find one arrow you're fine. I also carried a lot of dirt around for those times when a bridge or stairs were needed to keep moving. Pointless yes, but you could say that for most games.
- munificent 8y agoI actually do play a lot of Minecraft, but my play style is probably unusual. I almost never explore caverns. I strongly prefer to dig my own systematic mines to get underground resources, even though it's more work. On the surface, I never explore without a map. I take copious notes of the coordinates of my home and interesting features. I tend to spend most of my time building and acquiring, and very little time exploring (even though I love the procedural generator Minecraft uses).
- marian42 8y agoSince the algorithm is not deterministic I imagine it would be a nightmare to make all clients see the same world. But I agree it would be fun!
- pgruenbacher 8y agooh it's not? is it at least deterministic on the same architecture (ignore float precision) or is just inherent to the implementation?
- rickycook 8y agosomeone mentioned that it’s random, but i feel like a PRNG seed would make it deterministic?
- mlonkibjuyhv 8y agoI get the feeling it's path-dependent. If I start uptown and you start downtown the algorithm could potentially show us two different cities. So we would have to agree on a city beforehand.
- marian42 8y agoThis is exacly it. Collapsing one area changes the possible blocks for nearby areas. If you use the same seed, you can still get different results by exploring places in a different order. Maybe there is a way to get around this though.
- a_t48 8y agoThe server can establish an ordering for the collapse events, and send back to the client that ordering. Edit: depending on how complex the world is, the server could probably just send out the world changes itself, rather than relying on each client to correctly (deterministically) apply the changes. It needs to do so anyhow for late joiners.
- rickycook 8y agocouple that with some mirrors edge like free running mechanic. maybe a team vs 1 chase so all players would be running toward the same thing. reminiscent of a chase scene from a movie through an unfamiliar city, where a dead end could be just around the corner.
- ozmbie 8y agoI’ve worked as a level designer on FPS games. Dynamic generation might suit certain types of games (or something like an event mode), but a huge amount of design work and iteration goes into the layout of multiplayer game levels to make them enjoyable. It’s also important that players/teams can memorise the level layouts in order to form strategies. Still a cool idea though!
- tikhonj 8y agoI haven't designed levels, but playing maps across a few games, I'm constantly amazed at how well small details are thought out. A seemingly random crate actually blocks off a line of fire that would give one team a major positional advantage; a tree breaks up the line of sight between two objectives; a decorative fire provides visual cover in an otherwise overly open lane; a curved passage has exactly the right proportions to give cover on one side while being open on the other, letting players choose when to engage. In a well-designed map, every part has to play well with everything else, at least within line of sight. Even small changes to the layout result in unbalanced maps that lead to frustrating play. Randomly generated maps might be fun out of novelty, but they won't play well in the long run, at least for games like Counterstrike.
- nrb 8y agoCompared to Fortnite, where every match is a unique experience with the addition of player-crafted buildings, and the static game map is under constant transformation each season.
- falsedan 8y ago"Guided by human actions" isn't exactly random; chaotic and unpredictable, sure!
- prawn 8y agoOn big budget games like Call of Duty, some of the multiplayer maps would be very finely tuned over thousands of hours of testing. A friend and I play regularly (just us against bots) and not a session would go past without either of us remarking that they'd nailed the maps. There's nowhere you can truly dominate a map. Everything has been tweaked to balance it all.
- Ataraxy 8y agoSomething like this I think would be better suited to something like an infinite roguelike or even an idle game perhaps.
- nullify88 8y agoIt's not infinite or procedurally generated, but the basis sounds a little like the Battlefield Rush modes present in the Bad Company 2 (my fav), BF3 and BF4 games. Haven't played the newer games. Maps have only 4-5 "sections" where conflict occurs each with different design, layout and challenges.
- DEADBEEFC0FFEE 8y agoI knew if I scrolled enough I would find a comment about gaming. I have often wonder if well balanced, authentic looking, fun maps can be generated. This type of research looks to be part of the solution. Would be fascinating to see if key BF maps concepts can be incorporated.