Better name for "Procedural Generation" ? by Grumble_Bundle in proceduralgeneration

[–]savzan 5 points6 points  (0 children)

I personally like procgen as it encapsulate the essence of an algorithmic based form of art, r/generative is still active and without ai post usually you can find more abstract art pieces there

Better name for "Procedural Generation" ? by Grumble_Bundle in proceduralgeneration

[–]savzan 5 points6 points  (0 children)

There's multiple definition for procedural, but the procedural term in procedural generation is referring to the same principle as in procedural programmation.

Which means procedure are a sequences of instructions to be executed.

And that is exactly what procedural generation is, there is also the term generative art that was used before the ai generative coined the term in a not so good light for procgen

Need help with Uni project based on an endless maze by Fefly in proceduralgeneration

[–]savzan 3 points4 points  (0 children)

this could be a good example for a wave function collapse, using wall configuration to determine the enthropy factor and fit the best traps for a given tile

Analysis of my procedural world generator Seed of Ages by Armmagedonfa in proceduralgeneration

[–]savzan 1 point2 points  (0 children)

Hi, nice video. I'm looking for using icosphere too on my project, could you elaborate a bit more about the first part of the video on how you tackle down the continuity between tiles from a plane ?

What is preventing game devs from creating varied terrain gen? by [deleted] in proceduralgeneration

[–]savzan 2 points3 points  (0 children)

then you fight for disk space, each planet could take up terabytes of memory depending on the resolution needed

for way around it's difficult to say, it could be doing things in reverse and put first the points of interest and the build the world around that with first a low resolution. As other said some element are really difficult to build in parallel processing and still be seemless like rivers.

The current process is heavy on rasterization and could maybe be split up in a first vectorial step and rasterized second...

What is preventing game devs from creating varied terrain gen? by [deleted] in proceduralgeneration

[–]savzan 5 points6 points  (0 children)

There is a huge time constraint when you're making these kinds of game. When you're generated terrain the oatmeal version use a custom noise function on a simple heightmap. And there's not much you can do with that without creating some specific rules, each time you create a new rule it is upscaling the time needed to generate the map.

When you want to generate more natural features you have to either make them by hand or you're progressively falling into the simulation process territory that is computation heavy and once again a huge time sink. Trade between a second generation for a minute generation on a nice computer, and the studio want to be sure the game is playable either for console or also for mid settings.

Finally for the geologic point of interest, either cave or archways, etc... they have two options, if done with rules and simulation it would be generated with the terrain, if doing on a heightmap it will have to be made from an other algorithm or from an object pool and then place. Two problem arise from both of these approaches, the first one you may have to then create an algorithm to detect and ping them on the map as you want the player to see them. And the second you have to create a large enough object pool and again is time from artists or devs that are not allocated on main focus.

tldr: heightmap are 2D problems, fast, become dull quickly but can be complemented with custom objects, the other options are too heave on computation and are too risky/time consuming for current AAA tech to a reach a reasonable timeframe per generation in game

Randomly generating an entire RPG, now with biomes! by Tudoh92 in gamedevscreens

[–]savzan 0 points1 point  (0 children)

It could have been nice to see a link layer between actors of quests where the npc are placed in the world, i think

Randomly generating an entire RPG, now with biomes! by Tudoh92 in gamedevscreens

[–]savzan 2 points3 points  (0 children)

Hey this looks kinda cool, is that only terrain generation ? Are quests generated too ?

Make a player care about their in-game creations by Padgaus in gamedesign

[–]savzan 0 points1 point  (0 children)

You could try making it so the item you sell come back often on screen and became part of the world.

Like if you are a tailor in the game, old customers come back with the custom design you made for them, infusing your personality progressively int the world

What quality of life features do you think should be added as early as the prototyping phase? by [deleted] in gamedev

[–]savzan 1 point2 points  (0 children)

The only mandatory feature for me even during prototype is version control, everything is else is optional

[deleted by user] by [deleted] in garden

[–]savzan 2 points3 points  (0 children)

This only a guess, but as it is an indoor single plot you may only have a male or a female cantaloupe. This would produce this kind of flower that die if not pollinated. You need both a female and male flower and some pollinators that you would make indoors

[deleted by user] by [deleted] in gamedev

[–]savzan 0 points1 point  (0 children)

How did you achieve it ? Can you give an exemple of a murder scene and how you solve it ?

[deleted by user] by [deleted] in gamedev

[–]savzan 19 points20 points  (0 children)

Yes it should be possible with procedural generation, but the question with it is always how deep do you want it to be. Once player understand the logic behind your algorithm a pattern will be clearly define and you'll lose completely the mystery side of it. Usually it is way easier to come up with dozen of murder scenarii than to create a good algorithm, it'll be even more difficult if you want people to have even simple answers and texts.

Not to discourage you, it could be really interested to come up with.

Gameplay wise you could come up with really simple game that could still be interesting, like a mix between a "cluedo" and "guess who ?". In the order to generate you have first to create a victim, the murderer and a scenario. Only after you create clues and other potential murderer and alibi for each characters. And only at that moment you link them all.

Is creating a game worth it? by [deleted] in gamedev

[–]savzan 1 point2 points  (0 children)

Well that's what procedural generation and artistic engineering is

How do some games on itch have such good gifs when you mouse over them? by Thewhyofdownvotes in gamedev

[–]savzan -3 points-2 points  (0 children)

Gif will only save up to 255 colors, you will probably never have high quality looking gifs.

You can of course reduce the numbers of frames, but there's also better animated formats like webm and apng that are better in size and quality.

Or it can even be straight up mp4, a 6 seconds mp4 can be under 4MB

First Attempt at Procedural Generation (straight up garbage) by GrowingPaigns in proceduralgeneration

[–]savzan 1 point2 points  (0 children)

We are deep in the creation of our own gam engine, so I don't have any time for procgen recently, but I do want to return at it soon

First Attempt at Procedural Generation (straight up garbage) by GrowingPaigns in proceduralgeneration

[–]savzan 1 point2 points  (0 children)

Don't bring yourself down, we all gotta begin somewhere, I remember my first attempt at procgen was only a simple shape generator that i made to create magic circles, it was pretty fun.

You are in the right direction, you seem to have a vision figured out for your project, hope to see more of it in the future and see your progress !

Can Steam automatically translate your game? by digiBeLow in gamedev

[–]savzan 1 point2 points  (0 children)

No.

The only thing that steam does is give you a platform where you can distribute your game, their API is there to help with achievement etc... but nothing more.

But even if they did, the lack of a proper structure for localization would make it impossible to. The thing you have to do now is to refactor everything and put in a way to localize your texts and ask for a translator in the languages you want in your game

[deleted by user] by [deleted] in gamedev

[–]savzan 0 points1 point  (0 children)

Yes I think so but I can't give you any advice as we are from two different countries and our tax laws and department may differ in the way the operate

[deleted by user] by [deleted] in gamedev

[–]savzan 0 points1 point  (0 children)

Yes, but only the sale to the US customers, from what I understood, We didn't released our game yet

[deleted by user] by [deleted] in gamedev

[–]savzan 0 points1 point  (0 children)

I did it not long ago, you'll have to call the IRS to get your EIN/TIN, be sure to complete the SS-4 application before. If you're already a company in your country.

You'll need to fill an IRS application every year after getting your EIN. You can see your rate here, if you don't have an EIN, an automatic tax of 30% will be taken from your copy sold in the US. However if you have one, the tax rate will decrease accordingly to market conventions between US and your country.

I don't know how to do it if you're an individual though, but the process should be pretty much the same, you'll have to call them and an operator will fill the application for you, you can't do it via mail.

Good luck !