AlternareDevlog #2

Posted by Acid on March 19, 2014, midnight

Character Design

Everything within every world you encounter in Alternare will be totally generated by the game engine. Since two of the three core values of this game's development plan are "Genuine Procedural Experience" and "Attention to Detail", the life spread throughout the game should a level of detail that commandeers player focus and interest, but still retains enough sporadic flairs that make each world you encounter feel tangibly distinct.

Creation Process

Simple Parts

Even though the overall game will be a hub of systems working together to produce one of a kind worlds, each system will be composed of singular functions that serve one purpose. This is similar to the way the creation process will work for Alternare. Species of organisms, whether civilized or wild, will be generated with the same basic building blocks that define the interaction possibilities for creatures within the game.

Using these pieces, the game will choose a basic body type and morph it to it's liking. Then, building around the body type, it will define specific limbs that will have different traits based upon the climate, plants, and other creatures that inhabit the world. These can be things like claws, stingers, wings, horns, or anything else that can modify the build of an organism for either useful or aesthetic purposes. The limbs and head can be placed within a range of specified areas for each individual body type. This will create original, but believable, creatures that will populate the worlds.

Using the supplied and created parts, tons of variations can be created by the game engine. I just threw these together really quick, but it gives a decent representation of a couple variations on the "humanoid" body type. I'm thinking at least 7 core body types to build off of. I'm sure I'll create more as time goes on, but I think to keep my work load down but offer a fair variety of forms, that is a good number. There will be up to 10 appendages per organism, as well, with as many specific extremities as I can manage to think of. (Hands, feet, claws, etc.)

I'm going to keep updating you guys every Tuesday night/Wednesday Morning, but I may or may not sporadically post progress I'm making throughout the rest of the week. I don't want to limit myself or burn myself out. Once the engine is further along (aka THERE'S SOMETHING DECENT TO LOOK AT) I'll start live streaming during this time instead of blogging.

Comments

Acid 10 years, 2 months ago

I'm making one.

Edit: I need it to be modular, I like being able to control all of the aspects of the engine, and it's fun to do stuff like this. :P

Quietus 10 years, 2 months ago

looks solid. i expect you'll have an interesting back-and-forth between Cyrus on this one lol. i look forward to seeing how you apply gravity and physics to these. :P

Iasper 10 years, 2 months ago

I am seriously wondering about what would happen if you added evolution mechanics to this.

eagly 10 years, 2 months ago

I love where you're taking this. I can't wait for when you start live streaming and putting out builds!

Pirate-rob 10 years, 2 months ago

I can't wait to see the humanoids this outputs.

Acid 10 years, 1 month ago

Thanks, guys. I'm probably going to get impatient and put the next devlog up tonight. I have a couple ideas queue'd up, so it's not a big deal… but I'm not trying to overflood the activity feed. :P

And I fully expect Cyrus' skeletal engine to be way better in terms of physics and usability for other developers. Mine probably won't ever be open source unless I release the whole source to the game. But it will be able to do everything I want and need it to do.