Planet Builder: Difference between revisions

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Client is Matt Johnson, [[Frontier]] <mjohnson@frontier.co.uk>
In large-scale space exploration games such as Elite:Dangerous, No Man's Sky and Star Citizen, procedural algorithms are used to generate planets. Your goal is to create a new tool that will help game authors, or even enthusiastic players, to create new alien worlds. You'll need to think about how to control terrain, settlements, life-forms and so on in a way that provides creative control while also being fast and efficient. The visual quality doesn't need to equal that of professional games (you might target delivery on a low-cost platform such as Raspberry Pi), but you should aim to provide a creative tool in which users have a dynamic preview of their work in progress as well as intuitive ways to define and adjust it.
In large-scale space exploration games such as Elite:Dangerous, No Man's Sky and Star Citizen, procedural algorithms are used to generate planets. Your goal is to create a new tool that will help game authors, or even enthusiastic players, to create new alien worlds. You'll need to think about how to control terrain, settlements, life-forms and so on in a way that provides creative control while also being fast and efficient. The visual quality doesn't need to equal that of professional games (you might target delivery on a low-cost platform such as Raspberry Pi), but you should aim to provide a creative tool in which users have a dynamic preview of their work in progress as well as intuitive ways to define and adjust it.

Latest revision as of 10:07, 17 October 2014

Client is Matt Johnson, Frontier <mjohnson@frontier.co.uk>

In large-scale space exploration games such as Elite:Dangerous, No Man's Sky and Star Citizen, procedural algorithms are used to generate planets. Your goal is to create a new tool that will help game authors, or even enthusiastic players, to create new alien worlds. You'll need to think about how to control terrain, settlements, life-forms and so on in a way that provides creative control while also being fast and efficient. The visual quality doesn't need to equal that of professional games (you might target delivery on a low-cost platform such as Raspberry Pi), but you should aim to provide a creative tool in which users have a dynamic preview of their work in progress as well as intuitive ways to define and adjust it.