New Odyssey Article - more on planet generation

When the interview talks about the early experiments with on foot stuff, I'm always reminded of the CM3 ramp with a figure from the Outsider- I always wondered if they went much further than a placeholder and had it running (excuse the pun) much earlier than we imagined.
 
Yes this is what really interests me, it's likely we will see more colourful planets, different areas where different features are more likely to occur, volcanics and life, there was one particularly interesting bit where they discussed how terrain will vary depending on gravitational stress and crust thickness and that will determine what sort of minerals can be found what areas, even tectonically active areas, so it should be interesting to see how that works out.
that did stick out for me, it's a great little article
 
Fascinating read, so every planet is going to look different, not just from the lighting perspective.

Very intrigued by the implications of the first paragraph, perhaps its also a building block preparation for things like trees, rivers and seas down the line.

"Where before we had a generator for rocky surfaces and one for ice surfaces which both took Stellar Forge inputs, we now have terrains and terrain materials of various different types and scales which are deterministically selected and blended together depending on the Stellar Forge driven properties of that planet."
 
I'm mostly interesting in the way they seem to be re-jigging the planetary generation - at the moment on long SRV journeys <cough> circumnavigations <cough> they can get a bit .. same-y. This sounds like they are going to be more interesting. I really like the image on the cover of the mag - really pops :D
Yeah, it made for an interesting read! (And cheers for sharing the article!)

Sounds to me like basically they're retaining all the subsurface stuff as it is, but improving how they extrapolate that out into the surface layer so that things are much more determined by a simulation of local conditions, than by body type.

That to me sounds like a good step forwards, and something that's going to be significant when it eventually come to more complex worlds where conditions vary hugely across location and time on the planet.

Hard to tell for sure, but it still seems very much in the realm of generating what are to all intents and purposes static surfaces rather than dynamic ones, but perhaps it's a step towards enabling the procgen of dynamic surfaces. Still a very long way to go on that particular front though I reckon.
 
One part I found interesting (possibly more than planet gen tech) is this:

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"more nuanced"

No idea what that means in this specific context (not that bothered by the idea we can barter for rewards; I'll take it, just don't think that's enough on its own to separate the two options). I'd love to think there will be a way to better drill down to missions you actually want but the quoted reply is pretty ambiguous (probably deliberately so).

If it's just thematic (talking to an npc from a faction and all that entails rather than interacting with a ui) then I'm not that bothered. I'll still be doing this, I just don't think the answer fully and clearly addresses the concern raised but equally suggests the potential for something great...
 
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Well, that didn't go in a direction I expected! :ROFLMAO:

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It actually exactly what I was thinking about. :D Instead of having a planet/personality type X, Y or Z you have a bunch of variables that fit more or less with the various 'types'. It explores the spaces between stereotypical cases, and it is these spaces that represent most of the variety we see in real life. Both for planets and personalities. :D
 
Very interested in Apex. I really hope there are no timers involved, so it is basically a form of quick travel but without your ships. If the screen fades to black with a timer saying:"four hours till arrival." I will be a bit annoyed...
I'm pretty sure Apex will only be used to travel to neighbouring systems, so trips will definitely take less than 4 hours. Enough to bring people to mission objectives and back to the mission givers but still remain limited to encourage people to get their own ship if they want more flexibility.

I doubt it's going to be a fade to black screen thing, most likely you'll just appear as a multicrew member on an NPC ship.
 
Its the part I expect least from. I assume it'll be like geological hotspots, and two dozen or so basic types with some color/size variation.

Yes that's a concern, but the fact we haven't heard any great details yet indicates there may be more to come. For instance space life forms, transported across the galaxy by Guardians or Thargoids, or seeds drifting by themselves over 100,000's of even millions of years could spread across multiple systems, but planet borne life forms, specially in the far reaches of the galaxy, it would be bizarre to find the same life forms basically everywhere we traveled, surely life forms on previously unexplored planets should be unique to that planet.

And also the Codex, if life forms are more unique and varied how will the codex be changed to suit the new stuff, that's something I can't recall seeing mentioned anywhere, will the codex as it is now just continue into Odyssey? That's a question for the next AMA, although I must admit to never having asked a question because they all seem to start and end while I am sleeping!
 
No idea what that means in this specific context (not that bothered by the idea we can barter for rewards; I'll take it, just don't think that's enough on its own to separate the two options). I'd love to think there will be a way to better drill down to missions you actually want but the quoted reply is pretty ambiguous (probably deliberately so).

If it's just thematic (talking to an npc from a faction and all that entails rather than interacting with a ui) then I'm not that bothered. I'll still be doing this, I just don't think the answer fully and clearly addresses the concern raised but equally suggests the potential for something great...




This were fun at 90´s, it will be even more fun now that I have billions of credits already in my bank:



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Some bonus quotes that caught my eye regarding pre-production / resourcing:

[The on foot experience is] something we've played around with a for a number of years, experimenting with different ideas for gameplay, but Odyssey in its current form started taking shape around the beginning of 2019

We've averaged around 100 developers working on the project with a peak of around 140

In terms of its scale, and in large parts its development, Odyssey can definitely be compared to a new game.
 
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