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theme:procedural_generation_of_skill_trees [2017/06/14 13:55] (current) jakub.gemrot created |
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| <td width="130" style="border-bottom: 1px solid lightgray;">Name:</td> |
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| <td><font color="blue">Procedural generation of Skill-trees</font></td> |
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| <td style="border-bottom: 1px solid lightgray;">You will learn/gain expertise in:</td> |
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| <td>Search/Optimization methods (genetic algos probably), Knowledge reasoning, Unity</td> |
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| <td style="border-bottom: 1px solid lightgray;">Difficulty:</td> |
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| <td><font color="orange">moderate</font></td> |
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| <td style="border-bottom: 1px solid lightgray;">Excitement:</td> |
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| <td><font color="blue">Never ending stream of skill trees!</font></td> |
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| <td valign="top" style="border-bottom: 1px solid lightgray;">Description:</td> |
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| <td><font color="black"> |
| Think of Diablo, Torchlight, Path of exile or smaller games like <a href="http://armorgames.com/play/2900/sonny-2">Sonny 2</a>, their RPG element is built completely around skill trees and different build orders. Cannot we just generate them? Think of click-biting games, e.g., <a href="http://armorgames.com/play/16083/clicker-heroes">Clicker heroes</a>, which can be remake in 48 hours <a href="http://ludumdare.com/compo/ludum-dare-37/?action=preview&uid=125145">The Visitors</a> and think of generating meaningful abilities that would get along nicely (play with cooldowns, buffs, debuffs and generate strategic gameplay like in <a href="http://armorgames.com/play/2900/sonny-2">Sonny 2</a>). |
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