How to make Fauna more random

Discussion in 'Mechanics' started by EgXPlayer, May 21, 2012.

  1. EgXPlayer

    EgXPlayer Void-Bound Voyager

    It's easy to explain : Well Fauna should be divided into groups (mammals,insects,reptiles,humanoid,water mobs,birds). Every group will contain like 30 species (except the humanoid,there should be like 3 I think). Every planet will have an own % for each group,how many species should appear. For example if you have 10%for birds,it means that 3 randomly choosen bird species would appear on the planet.. I guess each bird species should have its own chance of spawning.
     
  2. LadyAijou

    LadyAijou Phantasmal Quasar

    Dude, every single mob, plant, tree, npc, quest, and item is procedurally generated. They already WILL function much like that, when a planet generates, so will all of the biomes, plants, and life forms on that world. They will vary DRAMATICALLY from world to world, as we have already seen in the screenshots and videos.
     
  3. EgXPlayer

    EgXPlayer Void-Bound Voyager

    Though I don't fully understand what this procedurally generation thing is,I guess you are right,sorry.
     
  4. Cacame

    Cacame Phantasmal Quasar

    It pretty much means randomly picked. Much of what we first found out is that everything will be randomly picked. That's why the screenshots look different, because each of the planets will be random.
     
  5. Zellman

    Zellman Existential Complex

    No need to apologize, your idea is still legitimate. Planets could have a percentage of different types of animals. say 15% flying 25% swimming, etc. Of course they will then be procedurally generated to fill those requirements like LadyAijou said.
    (procedural generation means that the thing, animal in this case, is built from different pieces every time a new species is encountered. For example head 1153, and Legs 132, and tail 5, with attack ability 78, and defensive move 12. We really don't know how this will work in the game yet, since we haven't had a demo of the procedural animal generation, (just trees so far) but that is a very general outline.)
     
  6. EgXPlayer

    EgXPlayer Void-Bound Voyager

    Oh,thanks for explaining! Now I get it.
     
  7. Ollobrains

    Ollobrains Scruffy Nerf-Herder

    Id like to hear from a dev on this angle that said - i think random picking and then based on body parts maybe a lite DNA type system on each planet given the procedural constraints and procedural generation openness as well, interesting ahead the % of each subtype is a good idea however without any information we are stabbing around in the dark atm
     
    Zellman likes this.
  8. EgXPlayer

    EgXPlayer Void-Bound Voyager

  9. Zellman

    Zellman Existential Complex

    I agree. There are a lot of mechanics that I would love to have explained, but this one (monster generation) and the weapon generation are two that I am very interested in. I really am very patient when it comes to standard gameplay elements like combat/crafting/etc.. but on more engine-related stuff like generation I would love to hear more from the devs. (the forest generation posts made me super happy).

    I think that this is because these things are what set Starbound apart from, say, Terraria.
     
  10. Alvin Flummox

    Alvin Flummox Existential Complex

    Yeah the system they're using is based on the co-ordinates for each planet. It will take those co-ordinates and generate everything, including the mobs, based on them. The same co-ordinates will always generate the same planet so that other players can see the same planet (and creatures) as you.

    For each mob the devs will have drawn multiple variations for each body part and when procedurally generating these creatures the system will then select different heads, bodies and colours etc to produce a unique creature. There will still only be a set number of base mobs, like the lizards, penguins or deers that we've seen so far in screenshots, but the system will be able to generate huge variety in the look and difficulty of these respective mobs.
     
  11. Cosmin Negoita

    Cosmin Negoita Phantasmal Quasar

    This game will be very unique just for this procedural generated planets/environments. I think I'll spend hours to explore without interruption when the game's out...Bye bye, girlfriend!
     

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