Generación procedimental

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Ashes of Creation tendrá principalmente contenido hecho a mano, pero las mecánicas procedimentales se aprovecharán en lugares en los que no parecerán 'procedimentales'.[1]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[1]Steven Sharif

Caminos

Alpha-1 early preview roading.[9]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[8]Steven Sharif

Caminos ajustandose a la progresión del nodo adyacente.[10]

As nodes advance, these pre-laid road spots that exist connecting every possible route between certain node structures is going to adjust and adapt, both its material presentation, the type of roadwork that's present: It'll move from dirt road type, to perhaps a brick road, to perhaps some super ornate beautiful metropolis style road that will adjust around the world according to how these node structures begin to populate and advance.{[10]Steven Sharif

Los caminos en Verra estan pregeneradas e influenciados por el jugador.[8]

  • Los caminos más grandes se denominan arterias. Estas son los remanentes de lo que una vez fue el antiguo sistema de carreteras de Verra.[8]
  • A medida que avancen los nodos, los caminos más pequeños, llamados venas, conectan las arterias con los nodos.[8]
    • Los caminos mejorarán con el avance de nodos. Los diferentes caminos establecerán la velocidad y el tipo de caravana requerido (dentro o fuera de camino).[11]
  • Dependiento de la etapa del nodo, los puntos de interés estarán conectados a los nodos mediante pequeños caminos.[8]
  • Las carreteras o caminos no se erosionan por el tráfico reiterado en la misma área.[8]

Distintas estaciones y eventos pueden afectar el acceso a varios caminos.[12][13][14][15]

  • Los caminos que estén abiertos durante el verano pueden estar bloqueados durante el invierno .[12][15]
  • Los efectos estacionales pueden causar obstáculos o bloqueos en el transporte de mercacías con caravanas.[12][13][14][16]
    • Algunos eventos pueden causar que ciertos caminos queden bloqueados.[13]
    • Pueden aparecer obstáculos, como barreras, en los caminos que los jugadores deben eliminar para permitir el transporte de mercancias.[12][15]
  • El agua se congelará en invierno, lo que permite a los jugadores caminar sobre el hielo, sin embargo, se bloqueará el acceso a lo que hay debajo.[15]
    • El hielo hará que los caminos estén llenos de baches y sean resbaladizos.[17]

Las rutas del Reino Subterráneo estarán abiertas o cerradas de manera dinámica (según el estado de los nodos).[18]

  • La ubicación de las entradas del Reino Subterráneo en todo el mundo suelen estar alrededor de estrechamientos naturales que existen en la superficie. Esto proporciona rutas alternativas subterráneas que pueden usarse para caravanas, raids, y otras actividades del jugador.[19][18]
  • No todas las entradas del Reino Subterráneo estarán abiertas al mismo tiempo. Estas pueden cambiar dinámicamente (según el estado de los nodos) lo que causa que rutas distintas se abran, la cuales, pueden ser más ventajosas o menos que otras rutas.[18]

Las parcelas no podrán colocarse cerca de los caminos.[20]

Estilo y diseño de los nodos

Racial architecture of the same Aldea (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 No NDA captura de pantalla.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[4]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[21]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[7]

Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[23]Steven Sharif

Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[7]Jeffrey Bard

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[27]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[7]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[28]
Q: How long would you say it will take players on average to fill slash build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[28]Steven Sharif

El gestor del mundo

El gestor del mundo es un algoritmo en Ashes of Creation que controla la dinámica de los elementos del mundo. Actúa como potenciador y sistema de incentivos de varias actividades, para asegurar que ciertos parámetros se mantienen dentro de sus umbrales aceptables.[29]

A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[30]Steven Sharif
  • Los precios de los certificados de caza.[31]
  • Un mapa de calor de la experiencia que se gana y se aplica al avance del nodo.[31]
    • El algoritmo de expansión de territorio tiene en cuenta las costas cercanas, los nodos vecinos, así como el mapa de calor de los jugadores en las áreas circundantes durante las últimas semanas o meses.[32]
    • Debido la forma en la que el algoritmo calcula la expansión del territorio (ZOI) durante el avance del nodo, hay una pequeña posibilidad de que nodos nodos en la misma fase terminen estando el uno cerca del otro..[33]
  • El movimiento de recursos y bienes entre regiones para ofrecer misiones de recompensa para los nodos.[31]
For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[31]Steven Sharif

Ver además

Referencias

  1. 1.0 1.1 1.2 Transmisión en vivo, 2022-02-25 (1:07:36).
  2. procedural generation.png
  3. 3.0 3.1 Transmisión en vivo, 2017-05-19 (37:03).
  4. 4.0 4.1 Blog - Know Your Nodes - The Basics.
  5. A reactive world - Nodes.
  6. 6.0 6.1 6.2 Transmisión en vivo, 2020-10-30 (39:17).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Transmisión en vivo, 2018-09-27 (53:06).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Transmisión en vivo, 2021-01-29 (1:13:04).
  9. Transmisión en vivo, 2021-01-29 (55:44).
  10. 10.0 10.1 Transmisión en vivo, 2022-01-28 (33:25).
  11. Transmisión en vivo, 2018-02-09 (45:48).
  12. 12.0 12.1 12.2 12.3 Vídeo, 2022-05-27 (15:50).
  13. 13.0 13.1 13.2 13.3 Pódcast, 2021-04-11 (23:36).
  14. 14.0 14.1 Transmisión en vivo, 2020-06-26 (1:29:06).
  15. 15.0 15.1 15.2 15.3 Transmisión en vivo, 2017-05-08 (20:27).
  16. Our immersive world - Environments.
  17. frosty-roads.png
  18. 18.0 18.1 18.2 Transmisión en vivo, 2020-10-30 (1:19:13).
  19. Transmisión en vivo, 2022-08-26 (53:26).
  20. Transmisión en vivo, 2017-05-19 (32:23).
  21. 21.0 21.1 21.2 Blog - Know Your Nodes - Advance and Destroy.
  22. 22.0 22.1 Transmisión en vivo, 2022-02-25 (41:00).
  23. 23.0 23.1 Transmisión en vivo, 2021-02-26 (1:12:18).
  24. Pódcast, 2021-04-11 (29:47).
  25. Entrevista, 2018-05-11 (54:34).
  26. Transmisión en vivo, 2017-05-26 (21:23).
  27. 27.0 27.1 Entrevista, 2018-05-11 (47:27).
  28. 28.0 28.1 Transmisión en vivo, 2022-07-29 (1:13:09).
  29. Entrevista, 2020-07-19 (1:10:55).
  30. Transmisión en vivo, 2022-10-14 (57:22).
  31. 31.0 31.1 31.2 31.3 Entrevista, 2020-07-19 (1:08:22).
  32. Entrevista, 2020-07-18 (10:04).
  33. Entrevista, 2020-07-08 (1:00:15).