Hi, I'm Nathan (he/him), and I'm an NPC. #introduction #introductions
I am a #gamedev, and now I've started a Ph.D. on #GameAI and #PCG. Being an #NPC, to me, means that I should support designers and players. My goal is to aid character growth and enrich the story. But an NPC isn't a void; we can and should use our views and morals to push the main characters to do better. With my #research, I especially want to support marginalized devs and players. You can learn more about my work at npc.codes
Which didn't matter until I recently tried to use DuplicateObject on the parent, and apparently it only does a deep-copy on objects that are parented properly. *The More You Know*
A (test) text representation of a procedurally generated train car. It has a water spigot (s), obstacles (#), machines (m), and plants (p)
Very excited about our #GGJ20 design: growing plants to reclaim cars in a nigh-infinite futuristic train (think Snowpiercer) by repurposing wasteful machines to collect water.
Some very parallel grid-like tunnels, opening into a larger cavern.
Some almost circuit-like tunnels...
Here's a few more cool patterns.
The parameters to get output like this are:
--tileset=tilesets/calciumtrice-outdoor/larger-tileset-purple.json --failureMillis=5000 --size=15 --optimizationMillis=5000 --optimizationScreens=0
(Requires latest code from https://gitlab.com/NPC-Dev/groundcollapse)
I just found out about watabou's new itch.io generator: One Page Dungeon generator (which is maybe just a one-level dungeon generator). Very pretty maps, too.
In the demo, you can move through an infinite landscape, and the constraint solver guarantees that every tile will fit with its surroundings.
But if you return to where you were, you may find that the landscape is not how you remember it.
The tool could be very flexible. You can add constraints and optimization rules, change tilesets, different visualizations, etc. Code: https://gitlab.com/NPC-Dev/groundcollapse
This work is based on Wave Function Collapse by @ExUtumno@twitter.com, and also based on papers by @isaackarth and @rndmcnlly (https://adamsmith.as/papers/wfc_is_constraint_solving_in_the_wild.pdf) and @mjn (http://pcgbook.com/wp-content/uploads/chapter08.pdf)
My takeaway from #NarraScope:
1. Make games about stuff you care about. It will resonate with people.
2. Do your research when depicting trauma and marginalization, especially with #steampunk narratives.
3. Everyone has a story to tell. We'll never have too many games, just like we'll never have too many poems.
4. Open source your writing tools. Someone else might use them.
Professional game programmer turned Ph.D. student at Northeastern. Game AI, PCG. I want to help you make a stranger future.
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