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Procedurally generated cities? Yes please!
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The original Goldeneye only had the watch laser and watch magnet in singleplayer. You can't use either of those, much less a grapple, in MP.
Okay I apologize, I just went through my games and it was agent under fire on ps2 that had the grapple.
I was wrong about what game it was.
The first person N64 game that was mostly made up of corridors?
In a decade or so.
I wonder if the dude who did it ever ported it to Outcast and Acadamy...
EDIT: Serious Sam would also be pretty fucking awesome with this, walls explodin' and dudes spilling out in every direction, rockets taking out huge chunks of buildings while cannonballs just plow through the entire block, and the Serious Bomb just wasting everything for a quarter-mile or whatever it says.
gta doesn't necessarily need to be in one static city, give me a new one each time i start a new game!
Imagine in Mass Effect, Raging Krogans bursting through walls.
That would be a great use for it. Randomly generated cities with randomly generated gangs with randomly generated appearance and randomly generated Picasso faces!
And randomly generated hidden sex scenes that are deleted
mmmm.. GTA roguelike. It will never happen.
Sounds a nightmare, but with the right handling it could be very cool indeed - imagine a fair sized city with a nuke/biological weapon/whatever hidden somewhere in it. Every time you play, it's a different city, with different placement for the object in question.
With judicious use of a dialed-in warning, or some sort of vague intel, it could be great fun to run an anti-terrorist squad with some friends to try to find and disarm it. Loads of different problems in terms of getting there in time - think the third Die Hard film. You could have vaguely accurate traffic models, so some parts of the city are congested, and so you have to take shortcuts driving through parks etc! Or even find a boat to get across a river when the bridge is destroyed or congested with traffic and so on.
Or a bank heist, where you can tunnel in from adjacent buildings, or even up through a subway or something, dodging trains and avoiding being seen as you do it. And every time, the layout of the bank, subway, and neighbouring buildings is different.
There are loads of applications for a good procedural city generator, and it could be extremely cool for replay value.
If we can survive Jack Tompson we can survive a bomb simulator.
Why should we give a shit about maintaining the credability and reputation of the gaming industry?
The only people who buy games are fucking gamers anyway.
Ceterum autem censeo, Carthaginem esse delendam
As a budding structural engineer, the video in the OP bugs the hell out of me
BUILDINGS DON'T WORK THAT WAY
THEN WE'RE RELYING ON YOU TO REMEDY THAT SAD SITUATION - GODSPEED AND GOOD LUCK, PROUD STRUCTURAL ENGINEER!
What's interesting is how their system makes it possible to even be considered.
For ever it has been that a building is a big textured brick and the only ones you could get inside were the ones with the more detailed doors.
Just that you can get inside any building is so cool. Imagine a chase through a city like that where you could barrel through a wall with a car and then book it up the stairs to the rooftops where you fucking leap through the window of an adjacent building
This is freaking fantastic. I wish I could use that screensaver on Snow Leopard.
IT'S DANGEROUS TO GO ALONE! TAKE THIS.
But the people in charge of rating these games, as well as writing legislation that directly impacts them, are all stuffy old people who haven't picked up a controller since back when they were called paddles. That's the worrying part.
Focus: I am not a fan of the GTA games, or the Saint's Row games, or Crackdown, etc. They lack the focus and direction of linear games. When you have a big open world, it becomes much more difficult for the "director" to put together set pieces. Take, for instance, Left 4 Dead. Imagine if they had chosen to render New Orleans procedually, rather than hand-craft the world. Would exploring the entire city be neat? Maybe, for a little while. But you wouldn't have the bridge finale in Parish, because why take that bridge when you can walk a little ways downriver and cross somewhere safer? The developers are forced to funnel the player towards such cinematic experiences by closing the world off. Why have a procedural world in the first place, then?
Yes, yes, a thousand times yes.
Cloverfield
That'd be awesomerr!!!
http://movies.yahoo.com/movie/1809873032/trailer
The destruction was rather lame, that I agree with. I didn't care too much about that, but I saw someone had the same direction of thinking in that regard that I had with Godzilla. Rampage could be friggin awesome in this engine. The styrofoam walls were probably meant more to show what the engine could do.
As for the procedurally generated city, Survival Crisis Z FPS. :winky:
Ugh, second time in this thread I've made a one-word reply, but..
Nope
pixelcity.scr /p65552
Then go look at your desktop background.
EDF!
EDF!
EDF!