Posted by: gaspalorz
« on: 21. April 2011, 14:01:03 »These were just examples what could be changed; you are right that unsupervised "just randomizing" of everything would lead to a bunch of unrelated crap, lowering the quality factor instead of increasing it. I only wanted to hint that emergence (achieved in this or that way) may lead to more or less expected outcomes and if they fit within project's design, they add to the replay-ability. Perhaps not in a FPS, but consider following example, regarding the screenshot above: I want a mechanized arachnid enemy, with a 3-fold symmetry chassis, that jumps instead of walking, can stick to vertical surfaces, and shoots SLOW MISSILES and FAST RAYS from a transparent crystal ball located at its top; it should be generally fragile, move fast and attack only in swarms - its agro factor should be directly related to the number of nearby species -> you get an actor similar to that thing (with different AI). Repeat for different objects and different properties, and you get a somewhat immersive virtual reality. Having a formal language to define the world ensures you won't get something totally out-of-place. I don't want to argue if this may be actually realized in a game, it's just interesting from my job's POV.