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Procedural generation

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Ashes of Creation will predominantly have curated content, but procedural mechanics will be leveraged in a places where they don't appear to be 'procedural'.[1]

Wherever we can leverage procedural mechanics in such a way that does not appear procedural we should. There's a healthy blend between the things that we do in having defined parameters for it and then incorporating a procedural component; and in that sense it will be perceived well, but where we the predominance of what we're implementing should be curated or by design.[1]Steven Sharif

維拉

阿爾法-1 早期預覽道路.[9]

我們在遊戲中的道路系統基本上是由預先設置的路線驅動的,這些路線通向曾經是維拉古代公路系統的大動脈;從那裏開始,當節點前進時,有一些道路會顯現出來;我們稱這些為靜脈。它們來自於主幹道,然後隨着節點的推進,有一些興趣點,正如傑夫之前討論的那樣。這些存在於世界各地的興趣點,其中一些與多個節點共享覆蓋範圍,但取決於哪個節點推進到激活興趣點的階段,它將創建這些小路,可以說,然後從節點本身出發。因此,你從大動脈古道--那種貫穿不同區域的古道--分解成通向特定營地和村鎮的靜脈,然後從獨立的小路中衍生出來,通向這些地區的興趣點。 到這些地區的興趣點,是狩獵場。這些都是最初沒有顯現的,隨着玩家們在世界範圍內的推進,它們也會上線。.[8]Steven Sharif

維拉中的道路既是預先生成的,也是玩家影響的。[8]

  • 最大的道路被稱為動脈。這些都是曾經的維拉古代公路系統的遺蹟。[8]
  • 隨着節點推進較小的道路,被稱為靜脈,連接動脈和節點。[8]
    • 道路會隨着節點的推進而升級。
    • 道路將隨着節點的推進而升級。不同的道路將決定所需的大篷車速度和類型(非公路與公路)。[10]
  • 根據節點推進的階段,小路會從節點上干出,連接到興趣點.[8]
  • 道路或小路不會因為在同一地區的反覆交通而被磨損成普通的地面。[8]

不同的季節事件可能會影響到各種道路的通行。[11][12][13]

  • 夏季開放的路徑在冬季可能會關閉。[13]
  • 季節性影響可能會對通過大篷車運輸貨物造成障礙或堵塞。[11][12][14]
    • 一些事件可能會導致特定的道路被封鎖。[11]
    • 障礙物可能會在道路上出現障礙,玩家必須清除這些障礙物以允許貨物過境。[13]
  • 水在冬天會變成冰,使玩家能夠在水面上行走,但卻阻擋了玩家進入水面下的東西。[13]
    • 冰會使道路顛簸和濕滑。[15]

地下世界 路線 將動態地打開或關閉 (基於節點狀態).[16]

自由領地 不可以放在接近於 道路.[17]

節點佈局與風格

⧼{{{2}}}⧽]] (階段 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 非 NDA 截屏.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[4]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren』Kai players, the Node will be a Level 2 Ren』Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[18]Margaret Krohn

節點佈局與風格 is determined by several factors:[6][7]

The way that the node system is built is that they can exist across a spread of 18 biomes, but at the same time have to represent the cultural influence of these cultures that are intrinsically a part of a specific biome.[19]Steven Sharif
Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[20]Steven Sharif
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[7]Jeffrey Bard
All nodes, whether they're associated with a castle or associated with normal node structure, has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[25]Steven Sharif
  • The rest is determined by the node's mayor.[7]
    • It should be possible for a node to complete several building projects within a mayor's one month term in office.[26]
Q: How long would you say it will take players on average to fill/build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[26]Steven Sharif

世界管理員

The 世界管理員 is an algorithm in Ashes of Creation that controls dynamic world elements. It acts as both a throttle and an incentive system for various activities to ensure certain parameters are within acceptable thresholds.[27]

A world manager is a technical term to define a server process that lives alongside the game server; and when the game server needs to do things- communicating with other game servers within that grid- it tells that manager and that manager sends it down to the appropriate server.[28]Steven Sharif
For example if you know iron is being used as a raw resource for a specific crafting path that might drive up the price of mithril or silver; and that will incentivize the market to course correct a little bit. The idea is to provide soft incentives that help to alleviate the demand and also to prop up the supply that might not be present from the economic systems.[29]Steven Sharif

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