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
It's such an efficient way to create levels. I use a similar system in my Atari 7800 shooter to create the enemy formations. It takes one byte of data to create them.
@fultonbot When space is precious, you oughta get crafty with what you have, very cool!
@PixelProphecy
It's fun to try to create solutions with limited resources.
@fultonbot Players don't know that the dev was having just as much fun as them, solving all the interconnected logic puzzles of "how to make this game possible"