Post 2911570 by weykent@vulpine.club
 (DIR) More posts by weykent@vulpine.club
 (DIR) Post #2911554 by hierarchon@cybre.space
       2019-01-12T22:11:15Z
       
       0 likes, 0 repeats
       
       i think if i ever wind up making a roguelike i'm going to borrow heavily from dungeon crawl's design and use a lot of vaults (preconstructed setpieces that can be used as part of the level generation)
       
 (DIR) Post #2911570 by weykent@vulpine.club
       2019-01-12T22:12:14Z
       
       0 likes, 0 repeats
       
       @hierarchon yeah it's tricky to make pure procgen feel as "alive" or w/e
       
 (DIR) Post #2911611 by hierarchon@cybre.space
       2019-01-12T22:13:41Z
       
       0 likes, 0 repeats
       
       @weykent yeah, if you're doing pure manual design it's easier to make sure each level has interesting encounters and such