Procedural Level Design in Eldritch

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GDC

GDC

7 жыл бұрын

In this 2015 GDC talk, Minor Key Games' David Pittman explains how and why he used procedural level generation while making Eldritch and provides general reasons why procedural algorithms might be embraced by level designers.
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Пікірлер: 42
@TheMemoman
@TheMemoman 7 жыл бұрын
Great talk. I think the important thing to rescue is that procedural generation is not excluded from design. And while it's a different type of approach, the game design principles are the same and just as valid. I also agree that procedural generation is very specific to the game and feel you want. A random number or seed, you can get that from the simplest base libraries of a programming language, the importance of design lies in the way you use that variable to power your own procedural machine and achieve your game's objectives.
@JimGiant
@JimGiant 7 жыл бұрын
Thanks for awaring me on Prim's algorithm. It's so simple I don't know why I didn't think of it.
@ImperativeGames
@ImperativeGames 7 жыл бұрын
Good relatively simple indie algorithms for PCG, thanks!
@designatedreader2406
@designatedreader2406 4 жыл бұрын
Eldritch is a fantastic game, still playing in 2019 ⭐️👉
@scalenetriangles2520
@scalenetriangles2520 4 жыл бұрын
2020 too!
@magnusfurcifer7669
@magnusfurcifer7669 2 жыл бұрын
Playin in 2022
@alexitosworld
@alexitosworld 7 жыл бұрын
Using it to expand a handcrafted campaign is kind of what games like Diablo 3 or PoE do to some extend, with "missions" or "maps" to the end of the game. Kinda neat.
@chrislagos44
@chrislagos44 2 ай бұрын
Ok explain what will drive the creation of a new region. The camera moves at a constant rate or the player moves the main character forward? How do you bring those voxel pieces into the code? Prima algorithm tells you where to lay them down? How do you reference a voxel wall in code? Where do you store the boxes? Json file? Or an actual jpg or PNG file or obj. 😊
@ChipNova
@ChipNova 4 жыл бұрын
howl abilout the billattle?
@JimGiant
@JimGiant 7 жыл бұрын
I'd love to get my hands on the Unity project file for this.
@MirceaIliePloscaru
@MirceaIliePloscaru 7 жыл бұрын
I think they've made their code public on github. Check github.com/MinorKeyGames/Eldritch out.
@DPortain
@DPortain 6 жыл бұрын
That's amazing. I'm trying to build a similar game, and having a working code base really helps with development.
@muzboz
@muzboz 4 жыл бұрын
Yep, it's open source! But not made in Unity, it's in his own custom engine.
@forasago
@forasago 2 жыл бұрын
Guy barely in the frame is like a heckler from the silent movie era.
@LoudSodaCaleb
@LoudSodaCaleb 5 жыл бұрын
Can anyone identify his accent?
@Bloodyshinta1
@Bloodyshinta1 5 жыл бұрын
John Carmack
@Edvard-D
@Edvard-D 4 жыл бұрын
I was trying to figure it out the entire time.
@uhwaykin
@uhwaykin 3 жыл бұрын
Midwestern, sounds vaguely Minnesotan and he attended UNebraska.
@forasago
@forasago 2 жыл бұрын
@@Bloodyshinta1 Nope, Tim Sweeney of Epic. Exact same speech impediment(s). Carmack also has the "constricted throat" part but not the jumbled pronunciation and Southern accent.
@olucaspc
@olucaspc 7 жыл бұрын
I didnt search for it but, is there any way to see the recent gdc talks ? this one is from 2015
@Rennan24
@Rennan24 7 жыл бұрын
Yea just go to www.gdcvault.com/ and all of the GDC videos should be there. A lot of cool stuff there as well.
@forasago
@forasago 2 жыл бұрын
Tim Sweeney if he was an indie dev.
@bigcheesexxl
@bigcheesexxl 4 жыл бұрын
I suspect this game was influenced by Ken's Labyrinth
@Roxor128
@Roxor128 3 жыл бұрын
Damn it! You've got the music from the first level playing in my head again!
@matrinoxtm
@matrinoxtm 7 жыл бұрын
6:40 there is a game that does that: bloodborne
@matrinoxtm
@matrinoxtm 7 жыл бұрын
Hannibal was this short before the video was released? Because this video was release a few months after the game
@Twitch375
@Twitch375 7 жыл бұрын
I don't know to what extent it's PCG but I believe Torchlight did this with it's infinite dungeon unlocked after beating the final boss. All videos are shot before released except for ones that are streamed live... But yes this was shot long before it was uploaded on youtube.
@StarContract
@StarContract 7 жыл бұрын
"No Man's Sky was a bad game therefore procedural generation sucks" should be acknowledged as a formal religion in the United States at this point
@phreakinpher
@phreakinpher 7 жыл бұрын
Established in the great schism with the "Minecraft is great therefore procedural generation rules" religion.
@RAFMnBgaming
@RAFMnBgaming 7 жыл бұрын
I'd join but i'm too busy denouncing venice.
@pogo575
@pogo575 7 жыл бұрын
The pope will hear of this denouncement and march in them in the spring.
@ZoidbergForPresident
@ZoidbergForPresident 7 жыл бұрын
Binding of Isaac, Civilization? They suck too? PG is a means to an end, not an end in itself.
@brandonmikowski2058
@brandonmikowski2058 3 жыл бұрын
Aged like milk
@viceroy___
@viceroy___ 4 жыл бұрын
"Person hours". Good god.
@sknight874
@sknight874 4 жыл бұрын
Triggered?
@Yui714
@Yui714 7 жыл бұрын
To me, level generation seems like a treat for the developers and not something other players generally care about. Of course that all depends on the game. As a game developer, creating level generation makes the game new for you whereas static maps are completely known to you, but other players don't know any better either way. Diablo III boasts level generation and its amazing from a programming perspective, but as a player a few set designed maps would be crafted better. Level generation is my favorite things to make (since its for me), but it yields the most poorly designed areas since it can't compete with intentional design.
@ViiKZzz
@ViiKZzz 7 жыл бұрын
It heavily depends on a game. For example, Cataclysm DDA would be pretty dull with handcrafted levels. One of the main reasons is perma-death and it doesn't go well with handcrafted levels. Fun in Eldritch, is getting further and further on each run, if levels would be the same it would get frustrating pretty fast. And procedural levels can elevate particularly hard bits of the game which some players just can't beat. Getting the other side of the stick is neither an issue as your next run will be different.
@papermartin879
@papermartin879 4 жыл бұрын
Check the xcom 2 procedural map talk
@Roxor128
@Roxor128 3 жыл бұрын
One thing to consider from the past is that the registered version of Rise Of The Triad (1994) came with a program called RANDROTT that could generate a set of levels. Many user-made maps that were available for download on various FTP sites started life with someone trying out some RANDROTT levels and thinking "Hmm, this one's pretty good, but with a few tweaks it could be even better.", then loading it up in a level editor and making those changes.
@KryyssTV
@KryyssTV 3 ай бұрын
You're overlooking the fact that the underlying source of entertainment in games is how they are learning experiences. That may seem odd but look at how boredem sets in primarally from something becoming too familiar or requiring less effort. For procgen you also see that you often see the main critism being noticable repetition which underlines this point of players wanting to be continually learning something new even if that is an introduction to a new aesthetic. Consequently procgen is a fantasic tool for creating entertainment but very difficult to use when needing to create depth to the gameplay because although players enjoy learning new things they get the greatest satisfaction from applying that knowledge. But without careful planning and testing you cannot create those opportunities in an environment that is the result of math rather than creative design. As such these hybrids of procgen and curated content are the most successful implementation.
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