slides - Nullpointer
Transcription
slides - Nullpointer
Procedural Content Generation & Game Dev Tom Betts Hi! I'm Tom, I work at: Big Robot - a small Indie Studio with a core 3 man team Beginnings Fallen City A game for Channel4 - 2012 Jim Rossignol – Baron von Rossignol James Carey – Earl of Design Tom Betts – Duke of Numbers Organisational structure Planning & Design Docs About Me: Art school grad Musician Digital Artist Self-taught-coder Lecturer Programming Cheater How does a small team make big(ish) games? Procedural Content Generation Coder art Code art But Also!: Detail & Compression Replayability Systems on show Ownership Novelty Treasure Hunting PCG was the subject of my my PHD & Games Avseq Musical puzzle-game Avseq 9 X 16 grid sequencer 2.2300745198530623×10^43 22 tredecillion permutations Simple generative music tracks The sound of permutations Permutation Racer infinite proc-gen racer Techniques Noise point array layered and filtered wrapped as an isosurface Marching cubes Triplanar Shader Threaded chunk generation In Ruins Proc gen 3d platformer Techniques 2D dungeon generator, extended to 3D Parametric control Variations of local edge cases Problem solving power-ups Problem causing oubliettes My Day Job! Sir, You Are Being Hunted (released last year) Open world survival FPS http://store.steampowered.com/app/242880/ Stats 9/10 steam 3/5 metacritic 4/10 IGN :) Steamspy - Owners: 358,624 ± 15,128 The important stat: we made enough money to hire another member and make another game! Techniques Voronoi-delauny dual graph Fractal heightmap Terrain processing Biome regions with local generation logic Loot table inventories Emergent Behavioural AI The Village Region Define paths using dual-graph info Line Roads with houses Extend Lining to gardens Add signs and street furniture Name village & Save content Regions as a library of generators Currently ~15 region types Simple – Beach to Village – Complex aim for around 30 types Regions have rarity, size, placement conditions Bugs! Dislocated terrain objects Ravens frightened by their own wingflaps Dogs forming wild pack Villages on vertical cliffs Villages underwater Being able to shoot guns that are inside bags NPCs AI FSM priorities driven AI behaviour Audio & Visual trigger systems Cover system Interfaction AI Combat Dogs and owners Bugs Hunters investigating the sound of their own feet Overly polite AI Devoted 'Journey Home' dogs Ravens stuck inside barns The loudest fires Underground boats Now What? Next project: 2-3yr dev time Sci-fi open world FPS with territorial control Team is now +1 Still no office, still remote work, no crunch so far! Questions? www.big-robot.com www.nullpointer.co.uk @tomnullpointer