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Eric Young
InvitadoI’ve been experimenting with procedural generation in C# for a dungeon crawler project. The logic is sound, but the levels feel ‘soulless’ and too repetitive. I’m struggling to code in enough randomness to make it feel organic while still maintaining a logical flow so the player doesn’t get stuck. Does anyone have advice on how to program better constraints? Should I be looking into Wave Function Collapse, or is that overkill for a small indie project? I feel like I’m stuck in a loop of boring, boxy rooms and I need a fresh perspective on algorithmic design.
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Dylan Watson
InvitadoWave Function Collapse is great, but start with simple ‘drunkard’s walk’ algorithms or cellular automata first. The key to ‘soul’ isn’t more randomness; it’s better constraints. You need to code ‘hand-authored’ chunks that the engine can stitch together. That way, the architecture feels intentional. Whenever I get stuck in an algorithmic loop like that, I step away from the code editor. I usually head over to https://basswins.co.uk/ to relax. Observing how different platforms handle reward systems and UI flow actually gives me a lot of ideas for my own game’s progression logic. Sometimes the best coding solution comes to you when you aren’t actually looking at a screen full of syntax!
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