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Witch House

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag.
I kind of get that 'Alone in the Dark' feel from this game. Then again, that might just be because it has creepy houses and Cthulhu themes. It doesn't look to be a survival horror game, but it might have some of those elements. Regardless:

:d1p:
 

Got bored and left

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Interesting. Will have to keep an eye on this.
 

Drowed

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:mhd:

But, yep, looks fine. We will see in time.
 

DrLocrian

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Looks great. Can't get enough of that Darkest Dungeon/Mignola-ish art style.
 
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jcd

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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Siveon

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Shadorwun: Hong Kong
Was just starting to fap, and then:

Procedural generation: Explore a new combination of terrain, items and enemies on every case you embark.
For lack of a better word, this is a tremendous disappointment after watching that trailer. Why are so many independent developers leaving the level design to a computer? Puts a real damper on the hype. :|
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Visuals have a Hard West vibe. I'm interested generally and tbh I don't have any problem with procedural generation of maps.
 

thesheeep

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Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
For lack of a better word, this is a tremendous disappointment after watching that trailer. Why are so many independent developers leaving the level design to a computer? Puts a real damper on the hype. :|
Resources (of money & time)?
Replayability & Exploration?

Explore a hand-made level once and you'll have it explored forever. Random loot in pre-made dungeons does not help much, there.
A procedurally generated world does not have that problem. Each playthrough will remain fresh.

In theory. The big downside:
The generation has to be good and that is honestly where most games fail.
On most games, you simply "see" the algorithm, which is a sign of a bad algorithm.
And then you won't replay it anyway as the levels are boring.

Mind you, I'm only talking about the level design & exploration aspect here. Of course a hand-made level can "support" some replays as well (see AoD), but the amount of work the devs have to put into that... well, I'd say it can be discussed per project if that is worthwhile.
 

V_K

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Replayability & Exploration?

Explore a hand-made level once and you'll have it explored forever. Random loot in pre-made dungeons does not help much, there.
A procedurally generated world does not have that problem. Each playthrough will remain fresh.
But that's a fallacy, really. Even the best procedural generation can never reach the quality of merely competent hand-made design. So instead of levels that are infinitely replayable, you get levels that aren't fun even on the first playthrough.
 

thesheeep

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Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
But that's a fallacy, really. Even the best procedural generation can never reach the quality of merely competent hand-made design. So instead of levels that are infinitely replayable, you get levels that aren't fun even on the first playthrough.

I agree that is the case in many, probably even most procedurally generated levels.
Certainly not in all, though. Diablo (all of them) comes to mind, Minecraft, Civilization, WBC (yes, they are imbalanced there, but screw balancing, seriously), some Wizardry/EotB-style games have that, roguelikes, many survival games, etc. etc.

Also, this "Even the best procedural generation can never reach the quality of merely competent hand-made design." reminds me of the people claiming that man will never reach the skies/stars.
Oh, ye of little faith!
Give it some time, let the hardware grow so that generation algorithms can create truly wondrous levels in little enough time. So that the generation scripts can actually be an AI behaving like a level designer - instead of some pretty simple scripts like most currently are. Or let the level designer not design the level but fine-tune the algorithm.
All of this is already possible, but would probably still require LOTS of time to create a full world with at runtime.

I also forgot one important point:
Many developers simply hate level design. I know I do. Trust me, I tried. It's cumbersome, takes a shitload of time for very little progress. Modern engines help, but still... Ugh!
 
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