![]() This creates what we would typically consider to be a mixed-initiative AI system: meaning that the player gives input to where the game needs to expand the structure, and the system assesses the current shape, identifies what prebuilt chunks of architecture are valid for that space and then injects them into the game world. Everything else that you see, is achieved courtesy of the game’s procedural generation system. Players have a very limited number of interactions: you can decide where a block is added or removed, and you can customise the colour of the blocks you place. It does not have any explicitly defined objectives and instead, you are left to craft towns based on your own design principles. Townscaper Explainedįirst released on PC and Mac in June of 2020, Townscaper is, by Stalberg’s own admission, more of a toy than a game. Because the secrets to the game’s success are hiding in plain sight, in everything else that he has built to date. ![]() In order to truly understand Townscaper, we’ll be taking a journey through Stalberg’s career and his previous work. Plus I sat down with the game’s creator Oskar Stalberg to gain a stronger understanding of how it all works and his aspirations in designing the game. ![]() But how is it capable of expanding, and rebuilding the world with such consistency? While also introducing fun and novel ideas for players to discover on their own.įor this case study we’re going to explain the different level generation systems that power Townscaper and the AI principles they derive from. A procedural generation engine running under the hood caters to the unique topographies players establish and refines the world with each new action taken. With this limited toolset, you can craft everything from idyllic seaside towns to a horizon spanning metropolis. A city builder in which players can simply add or remove a block from the game world. Townscaper is a small game, with big ambitions. You can support this work by visiting my Patreon page. That's it.' AI and Games' is a crowdfunded YouTube series that explores research and applications of artificial intelligence in video games. ![]() Just plenty of building and plenty of beauty. The sounds and lovely seas-side visuals make this a game as calming as a fidget spinner. Hear waves break against the building, masonry plop into the sea, and new dwellings pop into existence. Block by block.Īs you build you create a strange otherworldly building-site soundtrack. Build small hamlets, soaring cathedrals, canal networks, or sky cities on stilts. Build quaint island towns with curvy streets. Access to all the building tools is given right away and Townscaper’s algorithm ensures that every block snaps together in a cohesive way to allow anyone to create the town of their dreams with houses, gardens, and bridges, regardless of architectural skill.Īs enquiring minds push the game to build ever more complex structures and layouts you can discover more of where the building will take you. Like a toy, there’s a fascination in experimenting to see how Townscaper's underlying algorithm will automatically turn blocks into cute little houses, arches, stairways, bridges and lush backyards, depending on their configuration. As you continue to add houses of different colours the game automatically orientates the architecture for you. You pick colours from the range available and click to put down a house in the sea. ![]()
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