Trying to be constructive, I want to use this to try to dispel some misconceptions about procgen...
And that's also not procedural generation. Procedural generation is good at producing many things that are very similar, such as planets where the differences planet to planet are quite small (although sometimes look large to us little people). Using procedural generation works for a certain class of object, ...
Perhaps many look at procgen in the FDev / ED context and have this same thinking. Fair enough, but since procgen uses algorithms designed by a developer, these algorithms can be used to produce incredibly varied objects (or events, encounters, narratives, etc.), and certainly doesn't need to work only for a certain class of object.
Example, how about a location-based "random" encounter algorithm (not random at all, ofc):
- Seed PRNG for location and return RandomEncounter = random(5)
- if RandomEncounter == 1:
Generate
Monster( num = random(6), 'Goblins' )
- if RandomEncounter == 2:
Generate
Village( size = random(6), type = random(12) )
- if RandomEncounter == 3:
Generate
POI( type = random(17) ) # statue, pond, sign, dead animal, etc.
This is classic procgen, but certainly nothing like the procgen we might generally see.
You might be using a mix of procedural and manual creation, but the moment you start manually editing you have lost the entire point of using procedural generation, and that is creating infinite and varied landscapes with no human intervention.
This is quite a blinkered view. As LittleAnt said, the CIG devs are fully justified in using procgen to produce the vast majority of specific content, for example planets, and then manually change
some of that content where needed, for example to re-landscape areas for settlements, cities, and other POIs. Since they will only have around 100 systems, this is an entirely appropriate use of procgen to do the heavy lifting, followed by hand crafting. In this regard I have to disagree with your comment that they have "lost the entire point of using procedural generation." In CIG's use case I think it's quite a smart, and indeed necessary use of procgen.
You creating a heightmap using perlin noise isn't procedural generation in the game because you are the one doing it by manually inputting the data to create the heightmap, the procedural generation is not part of the game.
You're moving the goal posts here by saying procgen has to be in-game. LittleAnt (and CIG) have been saying they're using procgen as a "tool" (process might be a better word) towards content creation. I don't think they're marketing their game highlighting "procedural generation", are they? (really don't know)
Oh yes I can see your point here, you can indeed use procgen to create assets then manually adjust them and store the assets later, but that brings up the issue of the point of procgen if you have to go in and adjust the assets later because adjusting the assets when you have 200,000 of them as bases scattered around the bubble isn't practical, what you do is create a single asset and adjust it so it works then use that asset around the galaxy, so we would indeed have exactly what we have.
What we don't have the way you are putting it is procedural generation in the game, which is the only thing that makes a galaxy with 400b stars and trillions of planets possible. Using procedural generation to generate assets to store and and use later and using procedural generation in a game to actually create the assets on the fly is two different entirely things.
As above. ED and CIG both use procgen. Their different scopes and "fidelity" mean they use procgen in different ways.
I think it's a matter of how it's being used rather than what it is!
Yes, and I think CIG are using it quite appropriately, mainly as a pre-processing tool / procedure. In fact it's hard to imagine them being able to produce hundreds of planets and structures without it.