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[MMORPG Game Development Series with C# and Unity] Part 9: MMO Content Implementation (DB Linkage + Large Structure + Live Preparation)

This lecture continues the content implementation started in Part 7 by using EF Core learned in Part 8.

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[Rookiss R&D New Course Related] Hong Sabu's Diablo 1 PCG Dungeon Generation Algorithm

Hello, I'm Rookiss.

diablo.gif

We are announcing the release of a new course.
- Topic: Diablo 1 PCG Dungeon Generation Algorithm
- Instructor: Hong Sabu

- Link:https://inf.run/KpDrq
===============================================

The gaming industry is experiencing significant changes due to generative AI.
Success stories from small teams that have maximized AI utilization,
such as Escape From Duckov, continue to emerge.
The greatest advantage of generativeAI is time savings.

What would take a person several months to create, AI can finish in just a few minutes.
It's particularly excelling in areas like character modeling and animation.
However, AI doesn't do 'everything' yet.

Especially when creating game maps or utilizing specific features of a game engine,
it still inevitably requires human intervention.

How can we ensure game quality while minimizing human effort?
There could be various answers, but our Rookiss R&D team believes that
as the AI era approaches, the value of Procedural Content Generation (PCG) technology will

I expect it to continue increasing.
The dictionary definition of PCG is as follows:
- Procedural: According to rules/procedures
- Content: Game content
- Generation: Create!

In other words, it's a technology that uses specific computer algorithms to generate infinite content.
In fact, PCG technology is already being utilized in various games.
- Diablo -> Dungeon generation
- Minecraft → Infinite random world generation
- Hades → Ever-changing room structures
- No Man's Sky → Planets, creatures, terrain

To conduct related research, I contacted various industry professionals
and ultimately recruited programmer , a former Com2uS employee, as an R&D team member.
The first topic is to recreate the dungeon generation code from
Blizzard's , which is my favorite game of all time and inspired me to dream of becoming a game developer.

Over a period of 3 months, I gathered various information and
reconstructed the PCG dungeon algorithm from to work in C# and Unity 3D environment,
and the art resources were also carefully crafted through dedicated outsourcing personnel.

<홍사부> will be researching and sharing various technologies that support game development in the AI era, such as PCG / Motion Matching,
and more.

Thank you!

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