Overview: |
So you've got a handle on procedural generation techniques. Maybe you've used noise to generate terrain, replacement grammars to generate text, or L-systems to generate plants. But how do you string everything together to produce complex output on the scale of a whole village? In this session, Brian Bucklew and Jason Grinblat (Freehold Games) will do an end-to-end walk-through of the systems used to generate villages in 'Caves of Qud', which include their own histories, cultures, architectural styles, storytelling traditions, NPCs, and quests. They'll discuss the challenges of multi-tiered design, how to link together systems at various levels of granularity, and what sort of multi-purpose tools you can write to help you architect your own large-scale generative systems.
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