November.Originally Posted by Zalmoxis
It is supposed to fill in the "gaps" in your game world: predator, herbivore, weak, strong etc. so that you get a kind of ecosystem.Originally Posted by Zenicetus
Personally I'm planning on making a whole lot of non-PG characters (is that a leg or... ?) and uploading them![]()
I've also seen November listed, but I doubt it will be November 2006, the game has only been shown at the GDC so far...
Yes, Iraq is peaceful. Go to sleep now. - Adrian II
If enough people are like you, then it should prove to be a major success I would think. Or if they were just playing seriously.Originally Posted by doc_bean
I do however fear a lot of crap-creatures to pop up, something like an eye with a single leg and a mouth on an arm. I just hope the server will have some sort of rudimentary pruningsystem to weed out the useless creations.
And I'm still planning on going centaur and mantis.
You may not care about war, but war cares about you!
1up.comOriginally Posted by currywurry
Well, lets hope they are right, can't wait.
"Under capitalism, man exploits man. Under communism, it's just the opposite." - John Kenneth Galbraith
how did you know I was...Originally Posted by Kraxis
I don't think they'll be selected on looks much because you can't expect that they are going to hire people to rate every creature. The game probably will select it based on a few stats. (So you wouldn't have to much of the same type of creatures on one planet.) But it's quite difficukt for a computer to rate the prettyness of something so that's not going to happen I'm afraid.
No, I didn't mean looks. I actually think that if the creature works then it is cool. But undoubtedly there will be people who create creatures that just can't perform properly.
You may not care about war, but war cares about you!
It looks cool. I just hope the stages affect one another.
Since it is procedurally based... it may be an art form to make retarded creatures that the game has a hard time making move.Originally Posted by Kraxis
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Well, sometimes people do take a pride in such things...Originally Posted by Papewaio
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You may not care about war, but war cares about you!
To know ones limits, it helps if you go past them occassionally.Originally Posted by Kraxis
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The presenter kept mentioning that term "procedurally based" - what does it mean?Originally Posted by Papewaio
Great video, by the way. The game concept is impressive (although I'd never want to play it) and the presenter was great.
Say you have 2 bars connecting so that rotation in one direction is allowed. Traditionally you'd tell the computer all the positions it can be in and how it should move from one position to another (eg what the next and previous position should be). 'Procedurally based' means that the computer analyzes the system and determines what positions are possible and how it can move.Originally Posted by Simon Appleton
That's at least a very simple explanation of how I understood it.
Yes, Iraq is peaceful. Go to sleep now. - Adrian II
Essentially, it means that the game's engine is more concerned with the physics of the creature and its surroundings, and creates the animations to match it, instead of having a huge library of animations from which to pick and display.Originally Posted by Simon Appleton
I have this feeling that the whole procedural thing will take it's toll in hardware requirements:(
For God, King and Country!
If they're smart it shouldn't be too bad.
I imagine it could work like this: every time something is "defined" procedurally there is some data stored in a library somewhere, maybe online. Then it accesses that file every time, instead of continually regenerating content. Kind of like how your computer stores temporary internet files so you don't have to keep downloading them.
Of course, that's only my speculation.![]()
Will people without internet connections be able to get that content?
"Under capitalism, man exploits man. Under communism, it's just the opposite." - John Kenneth Galbraith
I doubt it. If the game itself has the capability of understanding the mechanics of movement for any given creature, it would probably just store them locally and use the data in-game, so long as it's still valid. The cache would be replaced when the creature was changed.Originally Posted by Alexander the Pretty Good
The online stuff is just to share your creatures, buildings and worlds with other people, who can interact with it as they wish. My worry is the the amount of space that a galaxy of the entire gaming community's content would need...
Zalmoxis, I don't think there's any other way for someone to access another player's content if it's not stored on a central server.
Procedurally generated stuff is where you have a formula and variables that can can define a shape.
If you change the variables it creates a different shape.
eg if you have a formula for a cube all you need to tell the software is the side lengths and location relative to zero point & the computer can calculate its shape.
The same formula could make a brick or a pyramid with different variables.
Point being that you only have to store a couple of numbers instead of a whole mesh etc.
Fractals are a common form of procedural content.
The awesomeness of procedural stuff can be seen here (especially .kkrieger) and here, these being the demo scene he talks about in the videos.
maybe those guys should be doing something more useful...
So, this should actually lower the requirements? Or at least digging through the hard drive?
For God, King and Country!
Originally Posted by NodachiSam
Listen to arlbert einstien!!Originally Posted by A.E
I saw the video for that. I'm excited, yes, but the wait is killing me.
"Under capitalism, man exploits man. Under communism, it's just the opposite." - John Kenneth Galbraith
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