Back in Cheap NBA 2K18 MT
of artists sat at desks across the globe, all beavering away on the small details.That nice crumbly wall in Uncharted 3 probably had three different artists working on it: one for the basic collision mesh, one for the render mesh, and one creating the texture and normal map in the FIFA Coins first place. Throw in a lighting artist or two, and a particle effects guy to make the nice clouds of dust when it gets shot. Oh, and a guy to make the impact sound effects. Let alone the coders required to make
these systems work together.Back in Cheap NBA 2K18 MT 1993, a roleplaying game called Dungeon Hack came out. It wasn't unique by any stretch, but I mention it partly because of how movement systems used to work. The dungeon, as with most games of the time, existed on a grid. Each move you took moved you to the adjacent square, assuming there wasn't a wall thereThe world was rendered in first-person, but you had no freedom to look around at anything other than 90 degrees, and move one
at a time. (pletely unrelated to me writing this article, Legend of Grimrock, which uses this movement system in a modern game, has just been released.)From a top-down view, a dungeon looked a bit like this:The main reason I mention Dungeon Hack is because of how the dungeons were actually created. If you look again at the image above, you'll see that it's possible to create the layout by using just four files, rotated into position:By using a pre-defined set of tiles and an algorithm
a randomly generated number to lay them out, a unique dungeon was created every time you started a new game. Rules then layered on top to place items and enemies. In theory, there were limitless binations and once the system for creating the content was up and running new levels could be generated almost instantly. If user control was desired, an editor allowed players to make their own layout.Tile based generation still exists in games like Civilization, but https://www.mmogo.com/
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