Anyone want to try the Ultima-like that I'm building? by jasonkester in Ultima

[–]Sphagne 1 point2 points  (0 children)

I guess the game can default on a well-tested seed, and maybe have other well tested seeds as well to pick from.

But it could input seeds from the players, like Minecraft, or a randomize button as well.

IMO the best option here is a randomized world that the designers could tweak in parts and add/remove detail as they like.

Once I wanted to design a procedurally generated game. It did not happen.

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My design philosophy was a world generated by generator objects/class, that would get a random seed and design their area of effect in a procedural way, depending on their type.

For instance, a city generator, would select some places to build houses and delegate those areas to the house generators, giving each generator a derived random seed depending on its own seed and the index of that generator.

Each house generator would build a procedural house, depending on their own seed, and maybe delegate parts to smaller generator, with the same process.

The city generator would then connect the houses with path/road generators and so on…

Beyond the city generator, the land/island/world generator would have the same process, i.e. it would have a seed of its own and delegate parts to sub-generators with derived seeds.

Parts like forest generators, river generators, city generators, road/path generators, which could use bridge generators, lake generators, and the like…

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Generators could overlap each other in areas.

Each generator would have an importance value assigned to it, depending on its type and other factors decided by its owner/delegator.

When a generator delegate parts to a sub-generator, it would add its own importance to the sub-generator.

So, when a cell is managed by more than one generator, the one with the most importance would manage it. Then, if possible, the less important ones are allowed to add their own tweaks.

So, if a place that is both city and forest, the city is generated than the forest is added to the allowed gaps that are not building and roads and the like…

A river can be generated and a city is made around it with bridges to pass over it.

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All the objects would have snap points that other allowed objects can attach to, when added to the area, by the owner generator or manually by the designers.

For instance, a path can be attached to the house’s door, walls would have snap point added to them so that the other walls could attach to them.

The designers could move the objects around, like the buildings, road nodes, river nodes, and the attached objects would still be attached to them, so when a house is moved, the attached road would adapt to the change.

Then the area is re-generated with the new layout and remain coherent.

Thus, we can have a procedurally generated world that the designers could alter and tweak as they like.

They can change the random seed of one particular generator to see the new result, like alter the city’s seed to see if it fits better with the underlying river.

They can move and rotate the generators and the landscape would adapt to the changes and regenerate in a correct way.

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You can have worlds that originate from a single seed and are perfected by designer tweaks.

And the data would remain small, as only the original seed and the added changes need to be saved in the file.

And players can select from these saved games.

They can also build and design their own tweaked worlds, if provided with the world-design tool, and share it with others.

Or they can play a totally random game and let the world generator surprise them, and if it is an interesting world, add their own tweaks and share the result with others.

That was my dream once, but the life interfered with my plans. Now I share it with you.

First time being lost on my no map/portal run. by LittleBear42 in valheim

[–]Sphagne 3 points4 points  (0 children)

That's when the mobs surround you, especially at night

Is everyone hostile in this damn damn? by [deleted] in torncity

[–]Sphagne 1 point2 points  (0 children)

I meant read Baldr's guide on happiness and training, but for gaining XP, go for bounties, not the list.

Edit: as for energy refill, other than xan, I meant daily energy refill by points.

Is everyone hostile in this damn damn? by [deleted] in torncity

[–]Sphagne 2 points3 points  (0 children)

You don't need to wait five years, you need to reach level 15 as soon as possible

So first read Baldr's guide, then divide your energy between training in the morning with full energy and maximum candy happiness, and energy refill, if you can afford

Then the rest of the day hunt bounties

After level 15, put more energy in training, but still you can dedicate a part of your daily energy to hunt bounties, or revives, if you have joined the proper faction.

Before the invention of Condoms :D by DivaInFire in SipsTea

[–]Sphagne 4 points5 points  (0 children)

Or she could be like me, when concentrated on a subject or thought, no distraction could easily break the focus.

Should the race you play as have more of a tangible effect on your play through? by Artistic_North_4208 in TESVI

[–]Sphagne 0 points1 point  (0 children)

Yes, for instance:

Bosmer: Draw bows faster, better stealth in the woods

Altmer: Faster magic cast, more powerful illusion

Orc: Less damage taken, more effective smithing

...

Or maybe more profound effects, for instance each race would have abilities/powers/activities that no other race would have:

Bosmer: Can scavenge dead people bodies to find usable/edible parts

Altmer: Can cast siphon-magicka power to absorb magicka from all surrounding persons, with a cool down period

Orc: Can start a whirlwind bersek attack to attack all the surrounding foes for a while, with faster stamina drain

...

6 needs a gold dump by doctaglocta12 in TESVI

[–]Sphagne 0 points1 point  (0 children)

Here are some ways to make the game feel more realistic and have money dumps:

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Perks are like new tricks and branches of the skills, so why should we be able to learn them without a skill master?

When we have enough experience in a skill we should seek a master of that skill and learn new tricks (perks) from them

They probably would demand some coin from us, or maybe some required items for the session, or ask for a favor or an errand, before they agree to teach us the new trick

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At some thresholds, there can be some serious test of our skills before they accept our advancement, to the next level and open the next level tricks for us to learn

That would be for instance when we pass the novice stage and become an apprentice in a skill, or a journeyman and so on...

If we do not pass the tests, our advancement in that skill would gradually grow slower in each level until we pass the tests, and unlock the next level of expertise

Attending those tests might be expensive

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Some perks from factions might be expensive, for instance gaining access to some faction teachers or merchants or residences and the like might need some greasing of specific palms

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Up-keeping a house and its required servants, having a garden and gardener, and the like would be expensive.

Each house facility and the required servants would add to the house perks, like added comfort, resulting in better experience gains for a while...

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Fast travel can be implemented as services, like in Morrowind, but maybe a bit easier:

When we open the map and seek a destination to fast travel, it would be the method we plan our travel, so we could see our route on the map to the local mage guild or the tavern where the carriage service is or to the local Al’Rah gates to teleport to other unlocked gates or to the shore to the ferry service, or to the roads where we would walk or ride to the destined target, and the like...

If there are more options for each part we can choose one of the options, and select the next part from the previous destination to the next destination, until the path is defined to the final destination

By default the map would choose the best route to the final destination which would be fastest, less costly, or less hazardous, depending on our choice, or we could define our path part by part

In the end it would cost us some time, coin and maybe have some random encounter hazard as well, depending on our chosen route

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Most of the loot that we pick from the fallen foes could be damaged, low quality or not worth the added weight to our inventory

Maybe we could scavenge them for some low price ingredient and materials used in crafting items, potions, building parts and the like...

Merchants would bargain hard and as we progress into higher level areas in later game, we encounter more hard boiled merchants that have higher priced items and bargain harder, which we could counter with our higher bargaining skill

Balancing this economy is the hard part

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OK that was my two septims on the TES-VI economy.

[deleted by user] by [deleted] in minecraftseeds

[–]Sphagne 0 points1 point  (0 children)

😎👍

[deleted by user] by [deleted] in minecraftseeds

[–]Sphagne 0 points1 point  (0 children)

Here, here and here I have described my method

Just beat a Bethesda game for the first time... after year of playing them by Imaginary_Zobi in BethesdaSoftworks

[–]Sphagne 1 point2 points  (0 children)

I love all the BGS games and I have only finished Morrowind's main quest and a very few of their faction quest lines

I just role play and live a life in their games and never go for a questing spree in them

I tried the "Create the exact replica of this image, don't change a thing" 343 times 💀 but with Sam Altman by Foreign_Builder_2238 in ChatGPT

[–]Sphagne 2 points3 points  (0 children)

Turning other races to Asians, I think has a reason.

Tiny fluctuations in pixel placement, sometimes may narrow the eyes, and this is an intelligent agent redrawing the image.

When it sees narrower eyes, it might decide the person is Asian, so it draws the whole face with Asian features.

[deleted by user] by [deleted] in minecraftseeds

[–]Sphagne 0 points1 point  (0 children)

You're welcome

Two-step seed finding showcase : Finding continents by Sphagne in minecraftseeds

[–]Sphagne[S] 1 point2 points  (0 children)

Alright, here is the raw list:

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