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A totally randomly generated world

Started by January 09, 2003 09:40 AM
3 comments, last by Shadowcore 22 years, 1 month ago
Well, I have been working on a game a long time(and haven''t progressed a bit :S), and most of the things i do for it, is coming up with good ideas to do for it, but not implementing them. One of these good ideas, is the title of this thread: a totally randomly generated world. This means that the player would start a new game, and then the computer randomly generates a world, a world full with a history, landscape, cities lands political problems, interactive people and more of that stuff. In other words, it will generate a normal world, and in theory, it could even evolve into our current world. Now, without thinking about how to do this, since i think i have that covered, i would like to hear some thoughts about this.
Too much data to handle.

I mean political issues and tension? History?

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"If people are good only because they fear punishment and hope for reward, then we are a sorry lot indeed." - Albert Einstein
With love, AnonymousPosterChild
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As I said, without looking at how to handle it, what are the thoughts about this? Also, it should be do-able, with a number of case procedures(well, a lot of them), containing events in the past for history. Since I plan to make it a fantasy world, there shouldn''t be too many details, mainly things like; War then and then, country 1 and 2 were formed in it.
The politica; system isn''t too hard either, since it is a fantasy world, there will mainly be monarchys, and if you give every country there is a small set of propeties, such as how aggressive they are, you could make the countries interatct without too much problems.
I agree with the ap, cut it down a bit. You don´t need to generate a complete history, because you´ll have to do it by combining snippets, which may make your kindoms seem bland in the end...
I´d use a large amount of presets (like histories, persons, landscape values, etc.), just arranging them a bit different every time.

The details pretty much depend on what kind of game you´re making.
If you''re going to use presets (even a large amount of them) why not break them up into associatable snippets? (ie, make sure that Country X doesn''t experience a period of anarchy then the next year have their queen be assassinated) That would give you a larger number of actual histories without the tedium of making them all up yourself, as well as the perception the OP was looking for.

I''m all for randomly generated just-about-everything. I love roguelikes for mainly that reason. The biggest argument you''ll get is probably that of the "pointlessness" of the whole thing, since there''s no predestined ending - but those people are the type that probably should be reading a book rather than playing a game.

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