https://evoniuk.github.io/posts/pitfall.html
#gamedev #procgen #retro
@PixelProphecy Very true.
David Crane is one of my top #5 #gamedev heroes *ever*.
@PixelProphecy Enjoyed this sidenote in the article:
> Reddit user knome and Hacker News user nwellnhof pointed out the size of this sentence in ASCII and UTF 8 were actually the same, so I changed an ASCII apostrophe for U+2019.
Technically correct, the best kind of correct!
This is an amazing story, Thanks!
I donβt know how true it is but supposedly the maze generation algorithm for Entombed (another 2600 game) is a mystery, or at least the lookup table for wall placement rules is.
@PixelProphecy
He did a talk on it here: https://m.youtube.com/watch?v=VscdPA6sUkc&t=71m42s
And there was a very in deep analysis here: https://www.boristhebrave.com/2019/07/14/dungeon-generation-in-diablo-1/
But i think it's not really the same.
As i understand the Diablo algorithm "might"' have used a PRNG to generate the next room but it would still result in a complete new room every time because there is much more variables that enter the algorithm. Like position where the player entered the room and so on..
That's awesome, thank you for sharing! It reminds me that somewhere on the stack is the desire to learn how procedural generation works.