Procedural RPG OT: every action has consequences

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Started by Legend, Apr 20, 2019, 09:02 PM

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Legend



Procedural world generation. I wasted too much time trying to replicate real world physics (made a cool plate tectonics simulator though  :P ) only to realise this type of detail negatively hurts the rpg. Just like how real random numbers are hardly ever used in video games, real world simulation can often produce undesired results.

Instead I'm now going with a controlled system. This way I have parameters that can control the procedural generation and players will always have a decent world.