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Leonard actually addresses that in a few a places, though I don't have a link handy right now. The short version is they're creating a game that's almost entir
by binarycrusader 12y ago
Leonard actually addresses that in a few a places, though I don't have a link handy right now. The short version is they're creating a game that's almost entirely defined by procedural content.
To even attempt such a thing requires a lot of good tools because they not only need those tools to build procedural content for the game but for their userbase to be able to as well.
He seems well aware of the trap here and is trying his best to avoid it.
- vegedor 12y agoWorth mentioning here that he is member of Farbrausch who have extensive experience with procedural content generation.
- mmarx 12y agoThis forum post[0] is one of those places where he addresses that problem: > Right now is, hands down, the worst part of development. There are no fancy graphics to show off, no intricate gameplay, no surprising AI, no badass music, just unglamorous system design that interests no one so we can get all the aforementioned stuff in a manageable form that doesn't keep becoming a sluggish and unserviceable mess. […] The importance of tooling can not be overstated. There are no tools out there for the kind of game we're working on, and it comprises 90% of what makes the game, as nearly all of our content is procedural in one way or another, and not handmade. If there's currently a lack of procedural content out there, it's precisely because of the lack of tooling. [0] http://nowherians.com/discussion/comment/254/#Comment_254 http://nowherians.com/discussion/comment/254/#Comment_254