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Wednesday, December 7, 2011

Procedural Weapon Generation

So pre-made item artwork gets boring in games, and we'll have none of it! We've been working closely with our lead concept artist and lead programmer to come up with a way for the game to be able to generate its OWN artwork!

It's in VERY early stages at the moment, and all black and white (the end result will be colour) but already it's totally cool. We're geeking out at the prospect of it being in the game!

The daggers you see above were made by our procedural engine by piecing together lots of small parts designed by our concept lead, Natalie. Basically it breaks it down into much smaller parts, and reassembles them from other parts. The video below shows what it can do with just 8 sets of dagger parts:


So as you can see it can be pretty damn varied! And that's only with 8 different part sets! The demo will have 50 part sets (that's over three hundred million combinations on its own) but we're also going to be making varying materials for each part, so there will end up being literally billions of different daggers in the game. You'll also find other weapon classes such as clubs, shortswords, longswords, axes, pole arms, etc, etc, so you'll never be at a loss for finding unique weapons!

We hope you're as excited about this as we are! We'll keep you posted how it goes as we get further along with it, as it's in a VERY early stage right now!

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4 comments:

  1. Okay I'm impressed, that's a really cool idea and seems to work pretty well. Can't wait to see it in game.

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  2. I don't mean to try to get you to give away any trade secrets, but what'd you code this in? A game engine? A framework? I'd love to do this someday in a game, but in 3d if possible. Conceptually I understand how it could work, but I feel like I don't even know where to start.

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