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I wanted to generate a procedural dungeon for a rogue like aspect of my game using WFC. It was a misunderstanding of what this very simplistic algo can do. - i
by jb_briant 2y ago
I wanted to generate a procedural dungeon for a rogue like aspect of my game using WFC. It was a misunderstanding of what this very simplistic algo can do.
- it's great to fill areas with kinda non repetitive patterns which feels random-ish
- it's useless to build anything structured.
Eg. You can't guarantee that a path exists from the entrance of the dungeon and the exit/goal.
I ended up doing it fully with traditional Procgen techniques, I'm easily at 100+ hours of work and it's still only half of it.
Discussions about "the problem of proc gen" in games are missing the point. Procgen is a non-gameplay feature, and it's very time consuming to get it right and controlled. The legend that you "gain" time is hilarious when you know how complicated things become with "random generation".
Proc gen is a fantastic tool to bring diversity to non-interesting zones.
The game is in the point of interests, they host goals, challenges, (storyline), progression. All of that is directed by logic.