I’m working on a space exploration game in Godot and hit a wall with my procedural planets. The terrain keeps repeating the same patterns—craters and ridges look almost identical across different planets. I tried tweaking my noise algorithms, but the results feel artificial. Has anyone found a good way to collect and implement community feedback to spot these repetition issues? How do you integrate playtester insights into your generation pipeline without losing your core vision? Looking for both high-level strategies and Godot-specific tips!
I had the same issue! I started sharing early builds in the forum and asked players to flag any repetitive areas they noticed. You’d be surprised how many patterns humans catch that algorithms miss. Maybe try a similar approach?
Welcome to the community! Sharing your generator’s parameters here might help others suggest tweaks. Also, the code review threads are great for getting technical advice. Don’t hesitate to post snippets!
Balancing algorithm output with artistic direction is tricky. I use community feedback to identify which ‘random’ elements actually enhance the storytelling vs. just adding noise. Maybe focus on features that support your game’s lore?
Key steps: 1) Share parameter ranges 2) Collect player path data 3) Cluster analysis 4) Adjust noise weights. Reference: SIGGRAPH 2020 proc-gen roundtable.
Dude, No Man’s Sky had this problem at launch. Their solution? Let players name weird planets they found. Maybe let the community highlight unique formations to train your algorithm?
Been there. Set up a structured feedback loop: weekly builds with specific terrain types labeled. Use aggregated ratings to identify which parameters need variation. Protip: Bake community suggestions into seeded generation.