"I should also add that we have done more handcrafting in this game, content-wise, than any game we’ve done. So once you’re dealing with scale like that, and procedural systems, the difference between, say, one planet that has some variation on it, and a hundred planets, or a thousand planets, it’s actually not that big of a leap, if that makes sense – once you have good systems working for that."īut what Howard seems especially clear about is that there is a 'golden path' (or perhaps 'golden freeway' might be more appropriate) through Starfield, which represents the full, handcrafted Bethesda RPG fans would expect, and he stresses that the team has created more handmade content than ever before, set within its giant procedural galaxy: And a planet by itself, if you think about it in a game concept, just one planet is infinitely big if you’re going to do it in some realistic fashion. "So it starts with: Can you even pull it off, visually? You know, a planet. While he didn't go into details, Howard stressed that Starfield's procedural generation is robust enough to handle the sheer scale of variety required to build 100 solar systems' worth of planets: And we had been developing some procedural technology and doing some prototypes, and it really started coming to a head with Starfield, in that we think we can do this." one we look at a lot in terms of game flow. We generate landscape using procedural systems, so we’ve always kind of worked on it. ![]() "It’s a big part of Skyrim in terms of questing and some other things we do. ![]() "We do a lot of procedural generation, but I would keep in mind that we’ve always done that," Howard explained.
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