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
I think the same thing was done later in Diablo.
@fneddy We'd have to ask David Brevik how the procgen on the levels worked in detail, sadly he's not on Mastodon (yet?)

@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..

'Diablo': A Classic Game Postmortem

YouTube