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Spore and the future of S.T.A.L.K.E.R.

Question Would you like to see Spore tech incorporated into S.T.A.L.K.E.R. / S.T.A.L.K.E.R.II
Answers
OMG, Yes! It'd be so COOL!
11%  (2)  
Yeah, alright then.
5%  (1)  
Maybe (suggestions please)
16%  (3)  
No, wasted effort.
16%  (3)  
No, stupid idea.
26%  (5)  
No, too complicated/too much.
5%  (1)  
Argh! No way! (reasons please)
0%  ()  
What's Spore?
21%  (4)  
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  00:44:54  26 March 2006
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Mr_Rose
(Novice)
 
On forum: 02/02/2005
 

Message edited by:
Mr_Rose
03/26/2006 0:47:32
Messages: 4
Spore and the future of S.T.A.L.K.E.R.

OK, I guess a few of you have heard of Spore [link]http://en.wikipedia.org/wiki/Spore_(game)[/link] by now... For those who gave the last answer in my little poll, Spore is a new game/project, headed by Will "Every Sim game you ever heard of" Wright, which incorporates an old trick resuscitated and prettified for a new generation of gamers/gaming hardware: That trick being "procedural content generation."

OK, procedural content is different from current content generation methods on a very fundamental level; instead of an artist drawing a map in a terrain editor, and that map being saved as a data file that incorporates every aspect of that map, a procedural map consists of an equation, some variables and some rules about what to do with the answers you get from the equation and variables. This data (rule) file is a lot less complex than a traditional geometry file which stores every last bit of information about a map (height data, textures etc.)
For example there once was a space exploration game called Elite. Elite came on a single floppy disc but contained an essentially unlimited number of worlds to fly to and trade with (I think the record was something like a billion (1,000,000,000) individual planets).

Now, Elite had it's tricks; worlds from space are essentially textured spheres. However the trading data was also generated by equations and rules on the disc.
I think S.T.A.L.K.E.R. could use similar technology in future (a sequel, perhaps?).
I'd just like to plant the seed of an idea in peoples' heads in hopes that it might grow into something amazing...

Suppose that one sequel could contain a continuation of the story for every ending in the original game:
In one ending, there is another accident at the reactor and the anomalies start appearing all over the world. How cool would it be to travel the entire globe in search of artifacts?
In another, the Zone doesn't expand, but the Blowouts intensify, reshapong the terrain of the Zone randomly, as well as redistributing the anomalies and artifacts... Old hands of the S.T.A.L.K.E.R. trade must learn new tricks to survive in a radically more hostile world....
And so on... (The precise game that you get would depend on yur savegames from S.T.A.L.K.E.R.)

Finally, through all this, the constant exposure to radiation, artifacts and anomalies has caused the creatures of the Zone to mutate ever more rapidly, evolving almost overnight to cope with the changing Zone/the increased threat from S.T.A.L.K.E.R.s ....

What do you guys think?
  01:28:49  26 March 2006
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Siege
Resident Puck-Stopper
(Resident)

 

 
On forum: 07/18/2004
Messages: 797

---QUOTATION---
Spore and the future of S.T.A.L.K.E.R.

OK, I guess a few of you have heard of Spore [link]http://en.wikipedia.org/wiki/Spore_(game)[/link] by now... For those who gave the last answer in my little poll, Spore is a new game/project, headed by Will "Every Sim game you ever heard of" Wright, which incorporates an old trick resuscitated and prettified for a new generation of gamers/gaming hardware: That trick being "procedural content generation."

OK, procedural content is different from current content generation methods on a very fundamental level; instead of an artist drawing a map in a terrain editor, and that map being saved as a data file that incorporates every aspect of that map, a procedural map consists of an equation, some variables and some rules about what to do with the answers you get from the equation and variables. This data (rule) file is a lot less complex than a traditional geometry file which stores every last bit of information about a map (height data, textures etc.)
For example there once was a space exploration game called Elite. Elite came on a single floppy disc but contained an essentially unlimited number of worlds to fly to and trade with (I think the record was something like a billion (1,000,000,000) individual planets).

Now, Elite had it's tricks; worlds from space are essentially textured spheres. However the trading data was also generated by equations and rules on the disc.
I think S.T.A.L.K.E.R. could use similar technology in future (a sequel, perhaps?).
I'd just like to plant the seed of an idea in peoples' heads in hopes that it might grow into something amazing...

Suppose that one sequel could contain a continuation of the story for every ending in the original game:
In one ending, there is another accident at the reactor and the anomalies start appearing all over the world. How cool would it be to travel the entire globe in search of artifacts?
In another, the Zone doesn't expand, but the Blowouts intensify, reshapong the terrain of the Zone randomly, as well as redistributing the anomalies and artifacts... Old hands of the S.T.A.L.K.E.R. trade must learn new tricks to survive in a radically more hostile world....
And so on... (The precise game that you get would depend on yur savegames from S.T.A.L.K.E.R.)

Finally, through all this, the constant exposure to radiation, artifacts and anomalies has caused the creatures of the Zone to mutate ever more rapidly, evolving almost overnight to cope with the changing Zone/the increased threat from S.T.A.L.K.E.R.s ....

What do you guys think?
---END QUOTATION---



I would like it if both games remained seperate. Mutation should be left to the thoughts and ideas of those designing the game. Not chance.
  13:13:23  31 March 2006
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618
I couldnt be bothered to read the posts..but when I read the topic...I figured it was something to do with mixing spore with stalker OR comparing the two...

bother are completely different games for one, hence why you can't really compare them, 2ndly...how are you meant to incorperate spore crap into STALKER....do you want to make a 4 legged stalker now?
  01:15:28  23 April 2006
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Wilmer
(Senior)
 
On forum: 02/23/2005
Messages: 59
Hopefully the development has gone so far they cannot incorporate such a huge feature. Evolution, althought very cool if made dynamic (like some mutants get bullet proof or suddenly gain traits to hunt larger prey) might as well be linear. Further in to the game new sorts of mutants appear.
  20:23:13  25 April 2006
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Mr_Rose
(Novice)
 
On forum: 02/02/2005
Messages: 4
Whooo boy, lets start again shall we?

I should have anticipated this; everyone focusing on the mutation bit...

Hmm, how can I put this: Spore does not use procedural generation to create your creature for you - that is your job. Spore uses procedural generation to create the world in which your creature(s) live.

I was suggesting that (amongst other things) a sequel to S.T.A.L.K.E.R. could use this same technology to provide players with an entire world to hunt anomalies in.
IE, use procedural techniques to store a map roughly equivalent to the entire Earth in surface area.

After all, if Elite could contain a billion star systems on a single floppy, as well as an economy to integrate them, one little planet shouldn't be too much trouble, right?
  01:25:11  26 April 2006
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serp
whats this?
(Resident)

 

 
On forum: 02/27/2003
Messages: 621

---QUOTATION---
I couldnt be bothered to read the posts..but when I read the topic...I figured it was something to do with mixing spore with stalker OR comparing the two...

bother are completely different games for one, hence why you can't really compare them, 2ndly...how are you meant to incorperate spore crap into STALKER....do you want to make a 4 legged stalker now?
---END QUOTATION---


how do you reply to a post you haven't read?

anyway rose, that sounds pretty good. However, I'm not sure what specific aspects of the game you would want to implement it into. It's important that it doesn't interfere with the story in any way, and also, that it actually complements the story. Also, generated terrains, quests, etc may give you sense of a vast environment at first, but they often begin to get repitive after a while.

I'm not sure we're at the point where we could generate any form of story or plot using procedural content.

I understand procedural content can be used in small aspects of the game (which is already done in most games anyways) to certain extents, but it's still important for artists and writers to come in and fill the game with most of the content.
  02:00:10  13 May 2006
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Natace
Independant games developer.
(Resident)

 

 
On forum: 02/13/2005
Messages: 618
wow then we'd have super low detail planets high detailed characters, a cool ideas for gameplay, but because everything would be either low detailed and take up less space on the HDD, or super high detailed and fill up one single 160GB hd, then...in turn cooking your computer in the process of installation...I think it would pure and plainly SUCK.
I wasn't focusing on the mutation bit, I was focusing on how the hell could you incorperate spore technology into a future STALKER game...it sounds stupid, and would be stupid, ...IT WOULDNT WORK.
  06:03:15  22 May 2006
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Cael
(Novice)
 
On forum: 05/22/2006
Messages: 2
A good idea

Personally I think it'd make the game a bit more dynamic, and randomize the 'levels' some. Considering the fact that they've already planned out the levels to be in a sort of level-by-level setup, it'd be impossible to implement it right now.

Instead of dismissing the idea so quickly, it should be given a fair chance. Have you even seen Spore? The game's not even done yet, (as far as I know) and from what I've seen, every bit of content within the game is very high-detail, from the creatures to the land they walk on, and the water. Nothing 'low-detail' about that game. Nothing low-detail about this game either, so I don't know why anyone would think that.

The concept of 'randomizing' the Zone sounds pretty nifty to me. Such a thing could make the Zone more dangerous, make jobs available closer to the guardposts because of possible increased activity, random migration done by the AI depending on conditions worsening or getting better in certain areas....I think it'd be good stuff.
  10:31:38  20 July 2006
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Sub_Zero7745
(Novice)
 
On forum: 07/20/2006
Messages: 18

---QUOTATION---
A good idea

Personally I think it'd make the game a bit more dynamic, and randomize the 'levels' some. Considering the fact that they've already planned out the levels to be in a sort of level-by-level setup, it'd be impossible to implement it right now.

Instead of dismissing the idea so quickly, it should be given a fair chance. Have you even seen Spore? The game's not even done yet, (as far as I know) and from what I've seen, every bit of content within the game is very high-detail, from the creatures to the land they walk on, and the water. Nothing 'low-detail' about that game. Nothing low-detail about this game either, so I don't know why anyone would think that.

The concept of 'randomizing' the Zone sounds pretty nifty to me. Such a thing could make the Zone more dangerous, make jobs available closer to the guardposts because of possible increased activity, random migration done by the AI depending on conditions worsening or getting better in certain areas....I think it'd be good stuff.
---END QUOTATION---



Would be a good idea for stalker 2, terrain, maybe buildings and mutations, maybe in areas where lots of anormalies randomly appears.
  00:07:08  27 July 2006
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serp
whats this?
(Resident)

 

 
On forum: 02/27/2003
 

Message edited by:
serp
07/27/2006 0:12:23
Messages: 621

---QUOTATION---
wow then we'd have super low detail planets high detailed characters, a cool ideas for gameplay, but because everything would be either low detailed and take up less space on the HDD, or super high detailed and fill up one single 160GB hd, then...in turn cooking your computer in the process of installation...I think it would pure and plainly SUCK.
I wasn't focusing on the mutation bit, I was focusing on how the hell could you incorperate spore technology into a future STALKER game...it sounds stupid, and would be stupid, ...IT WOULDNT WORK.
---END QUOTATION---


proceduralally generated content is almost always much smaller than pre designed content, that's one of the main reasons it exists.
A highly detailed procedural world would still be smaller than a highly detailed pre designed world. The only problem is possibly longer loading times as well as a repitive feel.

edit: for those of you who haven't seen this little peace of technology yet, [link]http://produkkt.abraxas-medien.de/kkrieger[/link] it's about 97kiloBytes, and takes a fairly powerful computer to run. (make sure you have the beef to run it if you want to download it.)
 
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