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How will the definition of procedural planet generation work? Is it only a set of random seeds? Or will an artist define where land and where water is, and the algorithm seed will only define the shape of the coast and the land(mountains, river, etc)?asked by WarDog [KRT]

TL;DRProcedural planet generation is a mix of both: parameters are set per planet type, and artists keep fine-grained control, with tools planned, favouring quality for both look and gameplay.

Honestly it's a bit of both. First we go "Cool! What type of planet do we want? What are we generating?" And then we'll obviously adjust the parameters based off of that planet for what we would like procedurally generated. At the same time during the process we can guide it as specific as we need. There's a lot of artist control over there and I think that's essential because we want people to come and have certain experiences on these planets. So not only can we define and create new parameters for each type of terrain or even each type of gameplay that's going to go in there, but then the artist can go through and have really fine level of control.We would ... in a sense we want to focus on more on the quality than the quantity. You're going to have a tremendous amount of quantity in it and I think you're going to have so much that you're not going to see things repeat themselves: which is awesome. But at the same time we know having that control of the artist to go through and fine tune stuff is extremely important. Not only for look but also for gameplay. And then on top of that we'll create tools for the artists on top of that so now they're actually playing around with the procedurally generated terrain and so on, to really give it ... pull it together as efficiently as possible.

10 for the Developers›Episode 13·
Published on this date.6 Jun 2016