V Rising

V Rising

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Ragnarlock Jun 6, 2022 @ 9:16pm
4
PROCEDURAL MAP, PLEASE !
The game would be much better if the map were procedural, because each wipe would be something different.
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Showing 1-15 of 41 comments
wdog Jun 6, 2022 @ 9:47pm 
Yeah just do it 4Head.
Mansen Jun 6, 2022 @ 11:07pm 
Procedural maps wouldn't have even a fraction of the kind of detail that the maps have now. You just can't make enough unique puzzle pieces that combine with others seamlessly, and then expect something unique to appear every time you roll the dice.

Also it would probably take half a year of no other updates whatsoever to completely retool the engine for this.
Voldski Jun 7, 2022 @ 12:22am 
Originally posted by Mansen:
Procedural maps wouldn't have even a fraction of the kind of detail that the maps have now. You just can't make enough unique puzzle pieces that combine with others seamlessly, and then expect something unique to appear every time you roll the dice.

Also it would probably take half a year of no other updates whatsoever to completely retool the engine for this.
I don't believe that at all try look at Beyond Contact which has same type of stylized look.
Ghostlight Jun 7, 2022 @ 12:25am 
Originally posted by Mansen:
Procedural maps wouldn't have even a fraction of the kind of detail that the maps have now. You just can't make enough unique puzzle pieces that combine with others seamlessly, and then expect something unique to appear every time you roll the dice.

Except many other survival games manage this just fine. Ever play 7 Days to Die? They now have their RNG map generator to a point where every new map feels hand-created. And 7Days maps are much much bigger than this map and often have dozens of complete CITIES on them in which you can explore every single building, including skyscrapers. It is absolutely amazing.

And also...what detail are you actually talking about? This hand-drawn map is very very repetitive. in fact it is so bland it actually FEELS like a randomly generated map to me. :(

I think if this game is to have a long shelf life, a random map will become absolutely necessary.
Last edited by Ghostlight; Jun 7, 2022 @ 12:34am
Voldski Jun 7, 2022 @ 12:28am 
Don't know however if procedural maps could present some problems with blood tracking ability.
Ghostlight Jun 7, 2022 @ 12:33am 
I doubt it. The game just draws a red swirly pointing directly at the boss you are tracking. Why would that be effected by a random map?
Voldski Jun 7, 2022 @ 12:47am 
Originally posted by Ghostlight:
I doubt it. The game just draws a red swirly pointing directly at the boss you are tracking. Why would that be effected by a random map?
Well I don't know how things like prodecural maps handle static enemies, but guess since Valheim has mechanics that points to bosses I assume it is possible to do.
Aurelia Jun 7, 2022 @ 1:05am 
Procedural map generation's major flaw is that you cannot achieve explicit flowing map detail as you can with a fixed premade map. We're just not there yet.
You can get pretty close though with modular generation though, where it mostly just generates premade locations rather than full generation, but even then you will encounter the occasional oddity and weirdness.

I think it could be done, but prodedural map generation takes a lot of work, fillled with a lot of stress to sort out all the bugs and problems that it can present.

If they could get it to work correctly, it could add a bit to the game I think, but maybe not much. Whether it's worth the time and work is a question.
Aurelia Jun 7, 2022 @ 1:08am 
Originally posted by Ghostlight:

Except many other survival games manage this just fine. Ever play 7 Days to Die? They now have their RNG map generator to a point where every new map feels hand-created. And 7Days maps are much much bigger than this map and often have dozens of complete CITIES on them in which you can explore every single building, including skyscrapers. It is absolutely amazing.

Yes, the amount of times i've faceplanted a vehicle while driving down a road then suddenly, 80 degree downhill spike.

The generation is done well in 7days to die, but it still has it's problems, and the only real reason it works as well as it does, is because in that game it's just rolling hills and open towns with random (premade) structures. You don't have fine tuned winding paths, or enclosed encampments, or mountain or valley passes with trails and narrow passageways.
Last edited by Aurelia; Jun 7, 2022 @ 1:11am
Pyx Jun 7, 2022 @ 1:13am 
I think the sunlight damage mechanic would be difficult with this, you could end up with large spans without shade. Easier to have multiple static maps to choose from.
Ragnarlock Jun 7, 2022 @ 6:40am 
Originally posted by Arnevoldski:
Don't know however if procedural maps could present some problems with blood tracking ability.
actually it would be much better, because it would avoid the boss rush that you currently have because everyone already knows their locations, the map being procedural would give more usefulness to the tracking table.
Malphas Jun 7, 2022 @ 6:59am 
That ship has already sailed. Never gonna happen
Zeforas Jun 7, 2022 @ 7:03am 
Never gonna happen. Do you know how incredibly hard it would be to create something like this, especialy with the many different regions AND the sun mechanics?
MaddogDino Jun 7, 2022 @ 7:14am 
Painstaking hours spent designing and building the map so that it is still traverseable during the daylight mechanics, which could never work with procedural maps.
As @Malphas said "The ship has already sailed", or as I will put it "Press Space To Wake Up"
Von Krolock Jun 7, 2022 @ 8:14am 
Those of you who say that a procedural map is impossible are totally wrong. The developers themselves have already talked about the future possibility of doing so in an article on their official website.

and, personally, I think it would be a very positive thing to increase replayability. The map becomes terribly repetitive after several hours of play
Last edited by Von Krolock; Jun 7, 2022 @ 8:15am
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Date Posted: Jun 6, 2022 @ 9:16pm
Posts: 41