• it/its

hi, i'm Eve

voidgender | 33
not fckng american
ugyanitt bojler eladó
connoisseur of skrunkly
this place is not a place of honor


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unregisteredhypercadence

i made a joke post that i'm burning all prelim work i did for the two games i'd like to do, and go back to rpg maker 2003, but considering one of those games is supposed to be a roguelike where procedural generation is basically a necessity, this is not immediately practical, as the possibility for that wasn't really implemented until VX (i believe)

but

what if i did a sleight of hand instead

what if i just did the procedural generation manually instead, and make something like 100+ variants per dungeon out of 'blocks' that i handmake? aside from obvious filesize insanity, would that even be actually distinguishable from procedural generation?

does it actually matter if it's procgen if it fools the player?

fear & hunger tricks people into thinking it's procgen for the first 20 hours until they realize that no, miro just made like 6 variants per map and it's only the loot that's truly random

what's the worst that can happen if i just lean into that harder, besides surrendering my sanity for a while and bloating filesize from double digit megs to triple digits?


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