Tuxlar
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When I get my free time back, I have a few choices of what to do next:
- Resume work on my map generator, having acquired some of the SCIENCE I needed.
- Finish my Dig series.
- Contribute to tackling newstuff backlog and play some Wads of interest that have been piling up.
- Make a vanilla (episode-length?) map set.
- Contribute to other projects.
- Toy with zdoom gameplay modding.
- Update: Start a Doom Builder plugin for visualizing sound propagation.
- Show previous comments 7 more
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Alright, just to be clear, I'm not touching my dig maps until my inspiration returns. I've learned that lesson, thank you very much.
I feel like a big part of what's putting me off lately is that stupid minimalism experiment; despite its intentions and results, it pretty much appears a failure from any outside perspective. That puts me in the position of either having to abandon it and accept that I made a mistake, which I know isn't technically true, or dedicate a lot of time and energy into using its results for what was originally intended: A god-tier procedural map generator.
Here was my plan, for anyone even remotely capable of being interested:- Find the simplest set of rules that could reliably be used to define the most rudimentary map structure for doom gameplay purposes (hence, "minimalism").
- Figure out additional, higher-level rules/constraints for further shaping such structures into fun encounters (which the minimalism thread submissions were meant to explore).
- Apply post-processing to the resulting backbone map for added detailing, gameplay enhancements and dynamics, and to basically make it no longer resemble a minimalistic mess. The idea was that ANY well-built minimalist map can be reliably translated into a well-built "regular" map, by another set of simple rules (which I nearly have ironed out).
- There will NEVER be a shortage of decent maps. What functional use is even the best map generator if there's already more decent maps than a single person could reasonably be expected to consume?
- If the function is instead for the mapping community, then even if such a map generator exists, would it really raise the mapping quality bar? Or would it just cheapen map making and diminish accessibility, thus ultimately hurting the community?
- Would not my real reason for then making such a thing, other than to practice coding (which heaven knows I have no shortage of practice opportunities for), end up just being to prove a stupid point that no one will care about?
- Find the simplest set of rules that could reliably be used to define the most rudimentary map structure for doom gameplay purposes (hence, "minimalism").
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jute said:
I think your map generator plans are quite interesting and don't find your arguments against it particularly compelling (not that that means anything to you).
Well I agree it's interesting, otherwise I wouldn't have started it. I just can't find a flaw in my argument, which is my decision basis...
- Resume work on my map generator, having acquired some of the SCIENCE I needed.