"So many things that could be done with proper knowledge of various techniques, unknown to me at that time, now so familiar: finite automata, context free-grammar, machine learning, feature detection and many others"
"So many things that could be done with proper knowledge of various techniques, unknown to me at that time, now so familiar: finite automata, context free-grammar, machine learning, feature detection and many others"
I have my doubts how any of this leads to good gameplay
"So many things that could be done with proper knowledge of various techniques, unknown to me at that time, now so familiar: finite automata, context free-grammar, machine learning, feature detection and many others"
I have my doubts how any of this leads to good gameplay
It leads to more efficient game creation = more stuff can be done in less time
"So many things that could be done with proper knowledge of various techniques, unknown to me at that time, now so familiar: finite automata, context free-grammar, machine learning, feature detection and many others"
I have my doubts how any of this leads to good gameplay
It leads to more efficient game creation = more stuff can be done in less time
You mean more generic and boring procedural generated content
This will not be No Man's Sky, Julian has proven himself by coding Arena and Daggerfall and the fact that no one would even attempt something like this shows how hard it must be and/or how talented Julian is.
This will not be No Man's Sky, Julian has proven himself by coding Arena and Daggerfall and the fact that no one would even attempt something like this shows how hard it must be and/or how talented Julian is.
Arena and Daggerfall are big, ambitious games full of generic and boring content, exactly like No Man's Sky
This will not be No Man's Sky, Julian has proven himself by coding Arena and Daggerfall and the fact that no one would even attempt something like this shows how hard it must be and/or how talented Julian is.
Arena and Daggerfall are big, ambitious games full of generic and boring content, exactly like No Man's Sky
No man's sky has no gameplay and underlying mechanics, Daggerfall has in-depth mechanics, the character creation to this day and before has not been topped in the options available to create your character.
This will not be No Man's Sky, Julian has proven himself by coding Arena and Daggerfall and the fact that no one would even attempt something like this shows how hard it must be and/or how talented Julian is.
Arena and Daggerfall are big, ambitious games full of generic and boring content, exactly like No Man's Sky
No man's sky has no gameplay and underlying mechanics, Daggerfall has in-depth mechanics, the character creation to this day and before has not been topped in the options available to create your character.
Both Realms of Arkania And Wizardry 6 onward have more interesting character creation with just as many skills that are tied to underlying game mechanics
This will not be No Man's Sky, Julian has proven himself by coding Arena and Daggerfall and the fact that no one would even attempt something like this shows how hard it must be and/or how talented Julian is.
Arena and Daggerfall are big, ambitious games full of generic and boring content, exactly like No Man's Sky
No man's sky has no gameplay and underlying mechanics, Daggerfall has in-depth mechanics, the character creation to this day and before has not been topped in the options available to create your character.
Both Realms of Arkania And Wizardry 6 onward have more interesting character creation with just as many skills that are tied to underlying game mechanics
Daggerfall has real towns, ships, real estate, huge dungeons, you can loan money, there are banks, real estate, a court and law system with trials, you can mix spells together for differect effects.
The political system is supported by a net of guilds, orders, and religions, all with unique tasks and quests. Joining and contributing to these facilities allows the player to raise ranks and achieve a higher reputation in the game world. According to the player's reputation, characters in Daggerfall will react differently (for example, over time nobles will be more well-mannered with the Player character if they are a high-rank Knight or Royal Guard)
This will not be No Man's Sky, Julian has proven himself by coding Arena and Daggerfall and the fact that no one would even attempt something like this shows how hard it must be and/or how talented Julian is.
Arena and Daggerfall are big, ambitious games full of generic and boring content, exactly like No Man's Sky
No man's sky has no gameplay and underlying mechanics, Daggerfall has in-depth mechanics, the character creation to this day and before has not been topped in the options available to create your character.
Both Realms of Arkania And Wizardry 6 onward have more interesting character creation with just as many skills that are tied to underlying game mechanics
Daggerfall has real towns, ships, real estate, huge dungeons, you can loan money, there are banks, real estate, a court and law system with trials, you can mix spells together for differect effects.
The political system is supported by a net of guilds, orders, and religions, all with unique tasks and quests. Joining and contributing to these facilities allows the player to raise ranks and achieve a higher reputation in the game world. According to the player's reputation, characters in Daggerfall will react differently (for example, over time nobles will be more well-mannered with the Player character if they are a high-rank Knight or Royal Guard)
Oh, we play moving the goal post. Sounds all nice on paper until you start playing and realize its the same generic tripe in every direction, every city looks the same, every NPCs has the same answers, all the quest have the same generic structure. If you enjoy that, more power to you, but don't tell me its special or unique. Somebody should give you a fanboy tag
It definitely is a cool experiment to have a daggerfall re-do 25 years later with all the updated technology that would allow for better producedural generation. Not sure it will be good but I am very curious nonetheless.
More like Kenshi...It will not only be procedural generation, they want to create a truly living world where factions will have opinions about one another, leading to faction wars, where kingdoms will rise and fall with the player having the chance of interacting with this or not if you don't want to, that's why they mean by 'evolving world'.
I guess a good comparison would be Crusader Kings 2
Elder Scrolls veterans who have worked on the venerable series since Arena have founded a new studio, OnceLost Games, and they're teasing their first game—not surprisingly, it's a big open-world RPG.
OnceLost Games' quartet of founders includes the original designers and producer of Arena, as well as Julian LeFay, "The Father of The Elder Scrolls". Their other credits range from RPGs, like later Elder Scrolls and Lord of the Rings: Online, to the colourful capers of Spyro the Dragon.
If you never played Arena or, given its age, fancy a refresher, it's conveniently free these days, so you can take their 25-year-old creation for a spin whenever you want.
The new RPG is a mystery for now, but OnceLost says it will be a "massive open-world fantasy adventure, and will boast revolutionary technology and game design". It probably sounds a lot like the pitch for Arena, and it will draw from '90s design pillars, though with the benefit of modern production values and quality of life improvements.
The mystery game will get a proper announcement by the end of the year.
A lot of the concepts arose from tabletop sessions they held specifically to flesh out lore.Who wrote the books in Daggerfall (especially a Brief History of the Empire) and the original Pocket Guide to the Empire? People talk about Kirkbride's stuff so much they miss a lot of TES's other lore.
Lore in Arena and Daggerfall was by Ted Peterson and Julian LaFey
Ask him what exactly he wants to do with machine learning in the game.It's from the quote I posted a few posts earlier
"So many things that could be done with proper knowledge of various techniques, unknown to me at that time, now so familiar: finite automata, context free-grammar, machine learning, feature detection and many others"
Ask him what exactly he wants to do with machine learning in the game.It's from the quote I posted a few posts earlier
"So many things that could be done with proper knowledge of various techniques, unknown to me at that time, now so familiar: finite automata, context free-grammar, machine learning, feature detection and many others"
The fact that you've been training texture upscaling AI equates to pressing the "ON" button on a remote control, and then proceeding to talk about how you know the electronics that make a TV work inside and out.
People talk about the wrong Kirkbride stuff, he and Kuhlmann wrote the original PGE.Who wrote ...the original Pocket Guide to the Empire? People talk about Kirkbride's stuff so much they miss a lot of TES's other lore.