In Profundis platforming and vision demo
Uploader Comments (JWHarris)
All Comments (8)
-
(cont'd) that would transform a volcano's surroundings to shrubland and desert. Additionally, if a planet chunk (which is higher than a biome chunk) got too close to a star, the chance of wildfires would increase dramatically, and rocks would turn to magma, until every biome within the planet became a volcano biome. And each chunk "below" the biome chunks would change its appearance as well, based on a sudden change in the cellular automaton that controls it.
-
@jarblewarble @JWHarris The biomes would include things like deserts and forests. The sub-biomes would include things like desert oases and groves of trees. The map chunks would contain things like volcanoes. A cellular automaton rule would determine how the biomes would be arranged: a volcano block next to a tundra block would turn an icy tundra to a desert. And a tundra next to a desert would become shrubland. So the eruption of a volcano in a tundra would set off a chain reaction (cont'd)
-
@jarblewarble Also, in a "perfect" cellular automaton game, it would be possible to use a rule to determine the layout of a planet.
1 planet --> four ecozones in the planet --> four biomes in each ecozone --> four sub-biomes in each biome --> four map chunks in each sub-biome
-
Now that Terraria exists, this game has some more competition. It's good to see that this new genre, along with various types of cellular automata, are gaining popularity among game designers. But I want to take this a step further and make it possible for the cellular automata to have infinite levels of procedurally generated detail. When the player zooms in on an object, such as a tree, finer details like leaves, sticks, and branches would be generated.
-
Some random thoughts:
1) some simple music would really improve these videos. Not really necessary though
2) That jump you make at ~2:13, up on to the higher ledge? Obviously this animation probably isn't final, but a nice climbing up/struggling to get up the ledge animation would look fantastic there. From how integral climbing is, that will likely be there.
3) ~1:00 in. You're struggling against flowing water. In the final version, what would you do here? Deploy some tool, or go around?
-
The most impressive thing about this game is the water physics, which are better than Minecraft's in some ways.
Music: Yeah, granted.
Jump: Jump height is a little higher than it needs to be right now because climbing isn't in yet. If you're referring to what I think you are, in fact, it's because the climbing slopes check isn't currently restricted to when you're on the ground. In other words, a bug.
3: Go around, or find stable ground and wait for the flow to slacken. Water isn't infinite in the game, it always comes from somewhere.
JWHarris 10 months ago
Actually they're substantially better than Minecraft's, which has simple and makeshift fluid effects. Not to diss Minecraft -- that game's being 3D makes running complex cellular automation a lot more processor intensive. In Profundis can do these things in real-time because it's simulating one 2D plane. Minecraft would have to do that across many more planes, one for each slice of the gameworld! It's not impossible, I can think of some ways to optimize it, but it's still harder to do in 3D.
JWHarris 10 months ago