This is some really good stuff, certainly worth a dig. It's the kind of thing I've been trying to get into with dynamic level generation, eventually. There's a lot of ways to apply these principles, too!
https://www.rockpapershotgun.com/2017/03/10/how-unexplored-generates-great-roguelike-dungeons/
IDK if you remember a few weeks ago, where I was talking about using the pixels of the map grid as tiles, rather than as the tiles themselves... but this sort of thing was the outcome I was aiming to get out of that approach!
you might be interested by this:
http://tinysubversions.com/spelunkyGen/
I LOVE Spelunky. That's the game that got me into PGC (and TIGSource, which roundabout, got me into PICO-8). Kind of a full circle thing, really... :)
Working something like this into PICO scope is a bit challenging, though. I've had to do about 3 restarts on projects already; which sucks once I have a good grip of the map chunks done.
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