It's all in your head, Part 7

The only place you'll ever hear the truth
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Montyphy
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Postby Montyphy » Thu Dec 13, 2007 6:18 pm

Rkiver wrote:I use VLC plays everything, no issues, ever.


Quoted for truth.
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Postby shinygerbil » Fri Dec 14, 2007 1:32 am

Rkiver wrote:I use VLC plays everything, no issues, ever.


Me too. Go figure.
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Postby jelco » Sat Dec 15, 2007 3:09 pm

Rkiver wrote:I use MPC plays everything, no issues, ever.


Fix'd for truth. :wink:

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Postby Mas Tnega » Sat Dec 15, 2007 3:51 pm

jelco the galactaboy wrote:
Rkiver wrote:I use MPC plays everything, no issues, ever.


Fix'd for truth. :wink:

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Postby RabidZombie » Sat Dec 15, 2007 5:36 pm

Rkiver wrote:I use VLC plays everything, no issues, ever.


I've had issues with VLC and RTSM streams, but then I had more problems with the stream in WMP and WinAmp.

As for the video - downloading.

Edit: Damn, that's cool
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Postby Artman40 » Sun Dec 16, 2007 9:13 pm

Hmmm...Subversion coming along very nicely! But if you're going to add windows and such small details, you just can't render all that at once on a more larger view!
It's kinda fun comparing real city maps with city plans in Subversion.
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Postby Nutter » Mon Dec 17, 2007 1:16 am

Its looking really interesting, still can't wait to hear what the game will be about.

I was a little bored so I played around with one of the screenshot in photoshop for fun. Hope you like.

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Postby Grandstone » Tue Dec 18, 2007 1:38 am

Dude, Joy Division would have loved you.

EDIT: I, too, think that picture goes next to "awesome" in the dictionary.
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Postby amroc » Tue Dec 18, 2007 2:14 pm

I saw an exhibition by an architect named Richard Rogers a few weeks ago, and one of the models reminded me of Subversion. I took a few shots:
The model surface is a video screen, so it allowed for cool effects like a 24hour time lapse showing the shadows cast from the buildings.

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It's looking fantastic by the way Chris :)
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Postby Nutter » Tue Dec 18, 2007 6:20 pm

Those are some nice shots. The whole circular city layout looks just like the one subversion screenshot, kinda freaky :D
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Postby KingAl » Tue Dec 18, 2007 11:09 pm

That looks suspiciously like a little glass Oriental Pearl Tower in the top left.
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Postby Phydaux » Wed Dec 19, 2007 10:52 am

Wow, the potential that a procedurally generated city can bring is immense. I can't wait to see what the future might bring.

The current generations of cities that the engine produces look very Parisian to me, with all the circular centres with roads leading into them. It would be great to see some different styles of cities, as a place like London was built up over so much time it's a massive miss-mash of hamlets and villages that have been consumed by the ever growing London and doesn't have the neatness of roads that a new city like New York does.
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Postby skull13 » Wed Dec 26, 2007 11:50 pm

Methinks this has the potential to turn into the best fps evar! THE LEVELS ARE RANDOM ALL THE TIME!!!
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Postby QuadeHale » Tue Jan 01, 2008 1:57 am

Like he said though, this is nothing new (no offense intended). Diablo and Diablo II used random level generation in a much less complicated and less ... intense ... fashion to great success.

I would like to point out that the results, while indeed fantastic based on your video, lack a couple of things. One has already been posted (london syndrome, small cities absorbed by larger ones) and lastly and (I believe) most importantly: landmarks.

Where are the stadiums? the lone "tallest" skyscraper? The parks? I realize that oftentimes these are the bits that are handpicked for location... but given all you've done, it seems the next obvious step, even before street-level detail. What about taking into account what's "off" the map: a major highway route would have more along it than other parts of the city.

Like I said, while it all looks fantastic, it seems to lack that last bit of variety, that human touch that I'm sure you could put in. What about the slums? Chinatown? Waterfront property: harbors, docks... Industrial complexes, surrounded by mostly roads and terrible, small housing. These are the bits that strike me as most important. Navigating a city such as the one generated in the video would be nigh on impossible except by street name. A true city would be one where when you woke up on a bench not knowing where you were, you could tell what part of the city you were in.

Again, I want to stress how fantastic I think all this work you're doing is. It needs to be done. And while there needs be a small level of art involved - it's hardly reasonable to expect your generator to design and choose different types of windows, doors, roof coverings and flower baskets on porches - I'm a firm believer that the future of gaming is in this type of work, where every time you play, it's a different world. Infinite replayability.

Kudos to you and your team, I eagerly await Multiwinia :D

PS: Sorry about the overly huge avatar. Working on fixing it >.<
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Postby Babylon5 » Tue Jan 01, 2008 3:12 pm

I've missed all this, what is it?

Is it like one of those grow programs where you have to set parameters and hope the (in this case) city grows without problems?

Anyway, the screenshots are interesting :)
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