With procedural generation you can save a lot of space for content but did you know that Pitfall! on the Atari 2600 uses one byte (!) to describe a room? Here's the link to an article describing how that works:
https://evoniuk.github.io/posts/pitfall.html
#gamedev #procgen #retro
How Pitfall Builds its World

@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!

@jerryorr Love this nerdistry!