Post 2911611 by hierarchon@cybre.space
(DIR) More posts by hierarchon@cybre.space
(DIR) Post #2911554 by hierarchon@cybre.space
2019-01-12T22:11:15Z
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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
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@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
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@weykent yeah, if you're doing pure manual design it's easier to make sure each level has interesting encounters and such