Consider offloading some of your creativity burden onto your computer. The idea is:
It's easier to recognize and refine something interesting than to create it. So turn it into a search, recognition, and refinement problem, and automate creation. There are various techniques, which certainly can be combined: * constraint programming * generative grammar programming * genetic programming * seeded fractals You might be surprised about how much of a world can be easily written with code rather than mapping. A map can be simplified by marking regions up with code and using libraries of procedures. Code can sometimes be simplified by having it read a simple map or image. Remember, the basic role of programming is to automate that which bores you. Regards, Dave On Sun, Jan 15, 2012 at 4:18 PM, BGB <cr88...@gmail.com> wrote: > I am generally personally stuck on the issue of how to make "interesting" > 3D worlds for a game-style project while lacking in both personal > creativity and either artistic skill or a team of artists to do it > (creating decent-looking 3D worlds generally requires a fair amount of > effort, and is in-fact I suspect somewhat bigger than the effort required > to make a "passable" 3D model of an object in a 3D modeling app, since at > least generally the model is smaller and well-defined). > > it seems some that creativity (or what little of it exists) is stifled by > it requiring a large amount of effort (all at once) for the activity needed > to express said creativity (vs things which are either easy to do all at > once, or can be easily decomposed into lots of incremental activities > spread over a large period of time). > > trying to build a non-trivial scene (something which would be "passable" > in a modern 3D game) at the level of dragging around and > placing/resizing/... cubes and/or messing with individual polygon-faces in > a mapper-tool is sort of a motivation killer (one can wish for some sort of > "higher level" way to express the scene). > > meanwhile, writing code, despite (in the grand scale) requiring far more > time and effort, seems to be a lot more enjoyable (but, one can't really > build a world in code, as this is more the mapper-tool's domain). >
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