The Game That Never Was
Mindless ramblings about the perfect game
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Procedural worlds
Posted on June 2nd, 2009 No commentsMy vision is a huge, realistic (within the given story setting) and highly detailed world. A world bigger than any team of designers could create in a reasonable lifetime. So instead of manually crafting the terrain, placing cities, houses and objects, you define rules and algorithms that create the world for you.
Or perhaps it is the other way round: I’m a hacker, not a designer. So the obvious way to create a fantastic world is to define such algorithms and rules and let the CPU do the dirty work.


