Procedural generation has great merit to an exploration/shooting franchise but can it be applied better. For the RPG/FPS genres maybe instead of innumerable planets to explore it could be applied more storyline centred by using the engine to create innumerable enemy types and variation. The engine type is already being applied to wildlife npcs and thats through the same variation systems we've seen in other games. Preposing discussion on a more combat orientated model...
Application: -
Modelling templates, combined with armour compatiblity, designed for form movement
Tech levels effecting projectiles used by weapons
Player classes or types used as archetypes in enemy force composition, as in applied to skills or tactics used
Sense models to create stealth and detection alternates
Saving feature to distribute to community so preferred code has a wider chance to be experienced by more players
Requirements for storyline: -
Galaxy spanning travel
This method allows use of the current multiplayer without dedicating more resources to information storage for the company yet allows a large number of enemies, with a community interaction that selects new enemy races through popularity. These races could then be used as DLC.
Critique welcome.





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