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Really appreciate that feedback. I actually took a path-first approach to procgen. Rooms are added after pathing is added via random walk, which has some drawbacks. As a next step, I'd love to explore the combination of fully procgen vs semi-procgen with somewhat fixed rooms mixed in. I see it in a lot of rogue-likes where certain levels will still be random and yet familiar due to some amount of architecture fixing. Great idea for a next step!

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Yeah, it  does my head in how much devs must tweak semi-generative approaches to find something that feels genuinely different but structured in a way familiar to the player. Much harder to do than in the lazy approach I took, where I just used a few tricks with cellular smoothing to create "caves" with no care which direction they went in!