HopeDIV
Insider
I very much enjoy the idea of a massive inter-connected underworld, and so I was recently introduced to this quote:
More accurately this section:
"the closest thing is the connectivity of the underworld which will vary and not allow access to all areas in one playthrough."
Does this mean sections of the underworld will be barred by player actions and events, or determined when the world is generated and out of the players hands?
Danke
http://www.baremettle.com/forums/index.php?threads/procedural-generation.1091/page-2#post-12884We're not going to feature procedurally generated environments, the closest thing is the connectivity of the underworld which will vary and not allow access to all areas in one playthrough.
We are however introducing various "procedural" elements to offer a different experience on each playthrough. Various plotlines will have different starting conditions and will also evolve differently, a lot of items may or may not be there and will be chosen from pools of items so you will often find items in the same places but not always the same items. There's also a good deal of procedural methods employed in the specifics of items, this is something we're trying to finalise now as we want it fully functional for the alpha.
Another thing that should encourage replayability is different builds. Though it's possible to eventually retrain skills there are forms of thaumaturgy and base physique which can only be defined at character creation.
More accurately this section:
"the closest thing is the connectivity of the underworld which will vary and not allow access to all areas in one playthrough."
Does this mean sections of the underworld will be barred by player actions and events, or determined when the world is generated and out of the players hands?
Danke