....okaaaaay. lots of explaining to do.
Since Unreal engine 4 became available I've been wanting to make something big. For the last year I've been concepting out a framework for a procedural world building/ dynamic strategy game. I'm making a key point to be the ONLY developer working on this, to streamline the production flow by not having to "be on the same page" as other people throughout the convolution.
Why post this then? well.. I don't know, just thought someone might find it interesting. I'm also very much open to suggestions and criticism, so don't keep it to yourself
stuff and junk:
The philosophy behind the game is "a self recursive model definition based on an arbitrary variable using tri-linear dynamic abstraction". In other words, making the game I want by continuously dividing it into three more parts based on dynamicy. Sounds simple enough but I ran into some funny junk:
-It is NOT linear. The complexity increases exponentially with every iteration (pretty easy to see)
-The starting points have to be arbitrary to fit the simulation conditions. As in, I have to make the base structure work in Unreal4 AND still maintain dynamicy "balance". (not easy, but simple enough)
-Categories and iterations themselves have to be split by their own rules. As in, true dynamicy can only be achieved if the criteria for denoting what is "less" or "more" is split as well. (ok, understandable mostly)
-Splitting by dynamicy is not categorically iterative. As in, what's considered "less" or "more" is dependent on underlying AND overlying separate dynamic branches. (getting complicated)
-The interconnections of the branches are not categorically iterative either. Since the structure has come full circle, the initial element of "arbitrary" manifests itself on the final iterations. (what)
Which it all sounds complicated more or less, but once the dynamic is understood, the game basically makes itself.
Or LITERALLY makes itself, if one goes crazy with it.
Right now I'm just making a 6 iteration game based on arbitrary "wants". It'll generate tons of things like cities, vehicles, characters, landscapes, etc etc- but it won't generate completely new in-game dynamics or emergent self structuring. Theoretically, if a system were iterated by someone (or something) to the 12th level, it would be able to be self-recursive. It wouldn't be limited to what it could do, so unless it were contained in its medium, it would spark "the singularity".
The picture is a small representation on this monkey business. I'm no genius and I definitely have focus issues, so I concepted it on a subject I like- tanks. It's not all inclusive since it's only one branch, but it was good practice for getting an idea on what to expect.