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Comment by banannaise

I've seen a couple roguelike developers report that they played around with procedural generation, but it was difficult to prevent it from creating dungeons that were bad, unfun, or just straight-up killscreens. Turns out it's often easier to simply hand-draw good maps than to get the machine to generate okay-to-good ones.

Procedural generation is good when variety matters more than quality, which is a relatively rare occurrence.

parent banannaise 8 months ago

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