So it'll be cool once the modders are done with it.The difference between ^ being really cool or really shitty is entirely dependent on cloth physics and whether or not other equipment clips through it.
I hate this modern trend of adding flapping cloth to a futuristic space suit so it could look semi-fantasy. I think Destiny started it, and then other generic games like TOW/Outriders/etc etc have followed.
Fitting, given that a fair chunk of sci-fi is actually westerns in space.I think it's usually more western than fantasy.I hate this modern trend of adding flapping cloth to a futuristic space suit so it could look semi-fantasy. I think Destiny started it, and then other generic games like TOW/Outriders/etc etc have followed.
https://boards.4channel.org/v/thread/571316828
Lots of you jokers out there, go larp somewhere else or actually try hard and dont post fake shit.
[...]
-intelligent life exists alltough it will be part of the main story's mystery.
Daggerfall cool? A handful of quality handcrafted content drowned in a sea of pointless, obnoxious random generation. Not my cup of tea.Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
Daggerfall cool? A handful of quality handcrafted content drowned in a sea of pointless, obnoxious random generation. Not my cup of tea.Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
It wouldn't be bad, but most AAA developers think procedural generation just means insert random loot boxes or enemies without rhyme or reason.. and I haven't seen anything to the contrary from Bethesda yet. I'm still kind of excited for Starfield, especially if they're going to have a more procedural environment, but my expectations are that it will just be some under-designed randomization in static areas that won't hold my interest for very long.Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
I hate this modern trend of adding flapping cloth to a futuristic space suit so it could look semi-fantasy. I think Destiny started it, and then other generic games like TOW/Outriders/etc etc have followed.
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing
think of less obnoxious popping at distance
...
but it is ,No x 1 Spectacle
Procedural means a fair few things and in the context of computing/gaming, usually means objects and game elements added/removed in runtime - these being classified as procedural generation. Unless they specifically stated it would be used for level-of-detail and culling, I think it's safe to say they meant adding to the area content with rule-based randomization, i.e nebula with different effects, random rocks to mine, 50 different flavors of hats, braindead pirate AI waiting for the player.Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing
think of less obnoxious popping at distance
...but it is ,No x 1 Spectacle
Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing
think of less obnoxious popping at distance
...but it is ,No x 1 Spectacle
That's not what "procedurally generated" is used for in common parlance, though. The term describes content being generated at runtime, whereas what you're talking about is level designers using an algorithmic approach to laying down a base to iterate on manually. Diablo 2's levels are procedurally generated, whereas Oblivion's devs used an algorithm to generate a first draft for tree placements (that was all!), then touched it up and it's persistent in the final product.As far as procedurally generated terrain is concerned, I am sure a lot of Oblivion's terrain except the settlements and cities was procedurally generated. The artists then put in some more details and polished it till it looked good enough.
Procedural generation never means graphical culling, wtf are you talking about? It means "semi randomish but works" like Diablo maps and rogue levels.Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing
think of less obnoxious popping at distance
...
Procedural generation never means graphical culling, wtf are you talking about? It means "semi randomish but works" like Diablo maps and rogue levels.Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing
think of less obnoxious popping at distance
...
(...) while ignoring every other aspect of what it is is nonsense.
has to fit into framerate / power envelope and so it's more of a culling thing
more of a culling thing
Hmm, yeah, definitely. You, the one guy with his own unique headcannon definition of a common term, are the smart one here. Please keep telling me that proc gen means graphical culling (And no, regenerating a map when it fails is not graphical culling you dunce).Procedural generation never means graphical culling, wtf are you talking about? It means "semi randomish but works" like Diablo maps and rogue levels.Procedurally generated space between designed hubs actually sounds interesting by modern Bethesda standards, maybe in another 20 years they'll make something half as cool as Daggerfall again.
FYI "procedurally generated" nowadays means the visual has to fit into framerate / power envelope and so it's more of a culling thing
think of less obnoxious popping at distance
...
Even diablo(1) mapgen is culling by its very nature, the whole generation is re-run when the level is unwalkable. Oops. Maybe lay down that kool aid dude.