Heard any news from the other boards?

>Heard any news from the other boards?

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Nothing I'd like to talk about.

Did you know that despite only being 8% of the population, Khajiits commit nearly 78% of all crimes?

actually true, fucking useless cats

I've heard Khajiit, Orsimer and Dunmer have formed a community called /d/

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have you heard of the high elves

>(((high elves)))

be seeing you

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I hear Australia is having an election.

I heard that /vg/ was attacked by daedra!

>Dunmer
>part of the community called /d/
This is what happens when their "living god" is a pansexual brat. What happened to the traditional values of dunmer?

>traditional values of dunmer
Murder, treachery and deception?

HRAAGH

No, that whole thing about purity of bloodlines. Just look at their youth - hedonism and promiscuity!

y-you too

Who actually has the finest goods and lowest prices in all of Tamriel?

It's more the Altmer who are obsessed by bloodline purity IIRC

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Maybe it was just that one Redoran family...

nobody. everyone sells forks for 2 Septims and a random piece of shittily enchanted armor for 8k

The player, since we're always the one getting jewed.

hey i saw nobody replied to you here so i just wanted you to know i appreciated your post user

Different reasoning. For the houses it was more about maintaining/building power & influence than purity. For the Altmer it's about being as close to the Aldmer heritage bloodline as possible, purity in the literal sense.

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"They say that syndicates of incels have led a boycott of global politics in the land of /pol/."

So, magical arians with delusions of godhood?

I seen a Janny the other day, loathsome creatures.

WHY
WON'T
YOU
DIEEEEEE

Technicly its not a delusion, they seek to unmake the world so their energy revert back to the godhood that made them. Kinda same for all races, although they like the material world (mostly)

When will the Beyond Skyrim team do another release? I really enjoyed Bruma.

Flitting here and there, tossing bans at you.

I dabbed on a Janny the other day. Nasty little creatures

Basically. Technically they're correct, they descended from godhood... but so did all elves & men. Difference is the Altmer are still REEEEEing about it, the rest have accepted it.

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>Kinda same for all races
Not really, this is where the Men/Mer schism starts. Men praise Lorkhan as he sacrificed himself to create Mundus while most Merish races view it as a prison, forever separating them from their divine ancestors.

The "unmake the world" theory is just that, a theory which hasn't been confirmed in game but if it was true, then not all altmer would see that as a solution, probably only the Thalmor and the most extremists ones.

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I'm thinking about dedicating my whole life to making a massive world-scale ""roguelike"" first-person Action RPG that'll be entirely procedurally generated.

Basically the world's geography would be randomized, then all the NPCs, monsters, towns, dungeons, etc would be created based on one another.

Would you play that?

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I've been better.

Cube world

So, spoilt bratty elves who think they are arians and cannot shut up about it.
They need to have sex.

His point is that all men & Mer would return to the godhood state if creation was undone, not just the Altmer. They all descended from lesser Aedra.

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Isn't that crashed and burned?

>not all Imperials are actually evil and side with the Empire
This has always bothered me. Since when is the Empire in TES evil?

Just got abandoned right after the alpha release. Afaik there are a couple clones being developed

Isn't that basically Arena/Daggerfall?

The dev is one of those who insists he's working on it even though he's got nothing to show for it

since never, but brainlets can't comprehend that they can be good even though they wanted to execute you at the beginning of skyrim, for crimes your character actually committed

The entire image is satire

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Oh, I see. Any examples that aren't dead?

Basically, yes. But I wanted to create something that actually just works.

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No I get that, it's just that in most cases the image is poking fun at things that are true/have a basis in lore/is just dumb puns or is talking about stealth archery. So that one in particular has always bothered me.

Sounds awful. The basic problem is that procedural generation without curation is trash. And there's nothing around that can do the curation job for you.

We will eventually have games like this, but it'll be after we've got AI up and running at a speed where it can keep track of all these variables while also performing acting duties. It's not a style of game that can be made by human hands.

Star wars, user

do you have a sister?

>Wanting to be a God when you could become the Godhead
I swear all Elves (bar Vehk/Vivec) are idiots

I know that user. That's why I wanted to create a system that generates stuff based on one another.

The only truly randomly generated thing would be the geography, the rest would follow suit. I think that's what's lacking in randomly-generated worlds in games today.

An example: The algorithm generates a world with a big lake on it. A village is put there because people tend to settle near good sources of natural resources. The village is promoted to a big town because there's no other good lakes in the world. Then monsters that prey on humans settle nearby, in caves in the mountains because that's their natural habitat. Then, because of the monsters, a warrior's guild is established in the town, and so and so forth.

Would that still not work? Keep in mind I'd do this for a hobby for my entire life, and I would not abandon the project of start updating it ever.

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>abandon the project of start updating it ever.
abandon the project or stop updating it ever.

No, I'm not phoneposting, it's just early.

>>Would that still not work?
It wouldn't work.

Because natural towns and cities formed over decades, and your simulation is too simplistic for the level of detail you're trying to create. How do you determine town frequency along a river? How do you work out population density, how do you avoid bizarre situations like your simulated goblins rolling perfect 20s and steamrolling a major town before you ever show up? How do you generate trade routes between cities, AI pathing is incredibly complex, especially when you're adding natural obstacles to the mix. How do you implement things like raiders in a believable fashion, all of this stuff is a coding nightmare and you're going to be expected to keep track of every variable and ensure that anything you add 20 years from now doesn't interfere with any of the other systems you've built.

Procedural generation can't even generate a believable map for a dungeon yet. What hope does it have of forming shopping districts, homes, building town walls and castles? All this shit has to be done by hand.

But how did dorf fort do it? It shouldn't be that impossible to create something like that that simply just pops up and is played in first person.

I'm already finding solutions to the problems you laid out. It would take time, but it wouldn't be forever. I'm graduating as a computer engineer soon, so I should know how to create optimized and stable solutions for those things.

I saw a discord tranny the other day.
Nasty creatures.

>>But how did dorf fort do it?
With an incredibly simplified game world.

You'll probably fail when you encounter your first NP hard problem.

Say you want to simulate the density of traffic on trade routes between towns. Say the densest path is the one that is the shortest and visits every town.

Say there are 100 towns on your 2D map. Given the starting position, how do you calculate the shortest path that visits every town?

Well, my algorithm wouldn't be that complex too. I'm not trying to create a perfect, infinitely deep world. Just one in which stuff has a reason to exist and behave the way they do.

Like: Is there a source of riches here? If yes, create town, walk a few miles, is there another source of riches here? If not, increase size of previous town, walk more, etc. Spawn houses based on the town's size, populate those houses, assign jobs to each adult NPC. Create monster spawns based on habitat. Create quest for NPCs based on their problems, which are generated by wants/needs vs ability to fulfull them, and so forth. That wouldn't take forever, maybe bar the NPC mechanics.

I'm not thinking about creating an infinite world. Each world would simply be an island with tops like 3~4 capitals and 10 or so villages.

And to solve that problem (next post)

partly because the media drilled EMPIRE BAD into people's skulls regardless of context, it's usually the rebels who are the good guys
and partly because most people's experience with TES comes entirely from skyrim and your first meeting with the empire is them trying to cut your head off and sucking thalmor dick

Here's a very simple issue that instantly destroys your game. You're going to have elevation variation, right? Flat worlds don't look very realistic, and haven't been acceptable since the early 90s.

How does your game set the height for a row of houses on uneven ground? How do you design foundations that don't clip? But hey, maybe you just cheat a bit, and you make every city build a perfectly flat floor to start with. How do you adjust the topography around the city limits to make this believable? I mean, it wouldn't be believable inside the city, without elevation, but even from the outside you'll have issues like mountains and hills being cut short unnaturally.

Goodbye!

Foundation clipping isn't an issue at all.
It looks like that IRL anyway.

Actually, every technological problem can be solved in one way or another. The actual problem is making it fun to play. And when you have a million variables in the procedural generation that affect gameplay, finding the one permutation that results in fun gameplay is extremely improbable.

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Okay, so first, I wouldn't directly create trade routes in the game. NPCs would have needs based on their race and wants based on their personality traits. If they have a want or need that couldn't be fulfilled by walking a short distance and doing something, then they would enter traveling mode, stocking up on supplies and going to the nearest town that provides what they want, buying/stealing as much as they can carry and going back to their home town. Trade routes would then form naturally over time. Poor people would only get some food and basic tools for their travel, while rich people would hire guards, rent horses, or even post a quest for the player or other adventurer NPCs to do it for them.

I could even make it so towns that lack a resource that can be found in a nearby town could generate a road between them that's the shortest path between the two. If there's a monster den nearby then that's a new quest for the player.

You're not getting it. How do you code the game so that it knows that if a slope is more than a certain size relative to the house next to it, that it should just demolish the hump and maintain parity with the rest of the hill? How do you manage this in a 3D space, how do you deal with situations like overhangs, I'm not saying these issues aren't unsolvable, I'm just saying they're totally infeasible for humans. It doesn't matter how much time you have, you just can't get close enough to make the time investment worth it.

What this guy said.

The fun would come from a decent combat and NPC interaction system, and of course, from exploring the world and finding out what caused what, how to solve generic quests (this guy wants to travel to the capital but doesn't have enough money. Do I escort him? Do I find supplies for his travel myself? Do I clear the den of monsters?) and roleplaying the fuck out of everything.

Dude, you ever take a trigonometry class?
That's trivial.

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This may sound far-fetched, but I'd study, even if superficially, how people dealt with those problems in medieval times, and apply a close-enough solution based on that.

One basic solution would be to place the house in the highest point in the area of the terrain it'll be built on, then create supports in the form of wooden pillars to make it stand straight. If the variation is too extreme, simply put the house somewhere else.

Illustrated.

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thats great until you dont want every house to be on fucking stilts

Every house is already on stilts you retard, it's called a foundation.

You think they make the ground 100% flat before building IRL?

They leveled the land first and built a foundation.

Another solution (maybe one that the non-elven races would use) would be to flatten the terrain the house is in, and simply build the house somewhere else if the variation is too extreme. Besides, there'll be very few places in an organic world that have variation that crazy, it'll mostly be a hill or a rock that would cause problems, so moving the house would be a good enough solution.

Lemme illustrate another problem: there's only one mine in the entire world, so there must be a town nearby, but the mine's entrance is in a really far up part of the mountain accessible through a very small path.

What the algorithm would do is simply place the houses in the nearest somewhat even terrain, and the villagers would simply walk the way to the mines to work.

Honestly, please keep these problems coming, they're wildly entertaining to solve.

Have you heard of the High Resolution?

Make mountains slope more gently and you can easily put villages on them.

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Ironic, I am making a randomly generated dragon quest like game

lul

At least that seems doable in decent time. Godspeed, and don't go crazy with the random().

Kek

>Procedural generation can't even generate a believable map for a dungeon yet. What hope does it have of forming shopping districts, homes, building town walls and castles? All this shit has to be done by hand.

uwot?
watabou.itch.io/medieval-fantasy-city-generator

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