David Braben's Bafta talk

Wow.. then i cant imagine how you will accomplish populating 400 billion star systems in 1 year :D

Lots of barren rock filled worlds and gas giants. Oh well earth is one of a kind after all... The cough... Procedural generator said... cough... So... Cough.
 
Nice pics Shadowcat. I'm lurking in quite a few of them (red jumper and cheezy grin!) as I was eagerly blagging my way into trying the Rift, docking and a few other dogfight scenarios.

Good times :cool:

Definitely can't wait for Elite to be running on the higher res Occulus when its available.
 
Please be joking.

He is :) There's not a single major 3D game that doesn't employ some element of procedural generation to speed up development. Skyrim for instance is mostly procedurally made, with the developers going through and handcrafting or polishing things afterwards.

The challenge for Elite: Dangerous will be cutting out that human handcrafting and polish for most worlds. Of course the really good way to do this is to have some handcrafting and polish, but to polish and add exceptions and details to the base code instead of just that one blade of grass. Then every patch of grass on every planet gets the extra variety and detail you just added.

Ah, I do love PCG :) Really looking forward to seeing what Frontier manage to create for this!
 
Interesting talk.

A few points:

1. He mentions a blow up docking stations that you can dig in an asteroid. It sounds like it is something the player can do to create a temporary or personal base or something like that.

2. He mentions the walk in station part. Apparently it sounds like you can walk on the surface platform where all the ships land but that the underground hangar us automated to avoid collisions between characters and the ship during the customization process.

3. "You can walk to other ships". Sounds like you can walk to another player's ship. Probably to say hi, but interesting to see when you board if you can travel or not.

4. Turrets will be automated on larger ships like the Anaconda, but you can have a sidewinder with no FTL and more firepower in the Anaconda to join the dogfight while it defends itself. So he it sounds clear enough that there are no plans of player crew (which we kind of knew from before)

5. I think he is really exited about the hunting part when procedural created planets are implemented.

This is all from his dev talk as I have not had time to listen to the interview yet. But it all sounds interesting. What I am most curious about is how much player made\run infrastructure might end up in the game.

And thanks Lave gang for sharing and caring :-D
 
He is :) There's not a single major 3D game that doesn't employ some element of procedural generation to speed up development. Skyrim for instance is mostly procedurally made, with the developers going through and handcrafting or polishing things afterwards.

I'm not exactly joking. While the grass was generated by a density mask and a random scattering system, that mask was painted by hand in an editor that showed where individual blades appeared. Thankfully not by me, though most of my pain came from trying to keep the editor and resource system in line so the same blades were created.
 
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