We also randomize the degree of damage of buildings, and overall arrangements of elements making up boundaries of locations. It goes down to the layout of specific locations, how the interiors look and feel, as well as to resources and elements of storytelling. We use procedural generation on different levels, not just the game’s world. Mateusz Majda: Let's dive into some detail. I believe this is a step towards delivering stochastic worlds if only to result in a great viewing experience on Twitch and YouTube the same games each time feels different and always new. It does not just help us to accelerate production, but also allows for a unique and one-of-a-kind experience for each gamer. Tomasz Borowiecki: Procedural generation is the main approach to creating a variety of diverse assets that populate the world. Humanity has vanished.Ĩ0.lv: You mentioned using “procedural destruction” to create a diverse post-apocalyptic world. People tried to escape to towers, building up to reach breathable air, but it was all too late. Earth has been covered with a layer of toxic dust unfit for life as we knew it. The actual game takes place a few hundred years after an environmental collapse. What if mankind will pass the point of no return. We started wondering as a team what may happen if this won’t change course at large. It’s easy to get used to it and ignore that any map of worldwide air quality shows more red and dark red spots than green ones. Mobile phone alerts advising to stay indoors became a sad norm recently. In fact, staying healthy in Cracow, Wroclaw or Warsaw is increasingly difficult. Mateusz Majda: The story of Forever Skies was loosely inspired by the observation that in the last few years, several Polish cities were repeatedly listed among the top 10 polluted in the world. 80.lv: How did you get started with Forever Skies? What’s the story here? Could you tell us about the game’s world?
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