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Where many games use a bottom-up approach to content generation, I like to think #Unexplored2 uses a top-down approach. Let me use this cool ‘lake-bed’ temple I have been working on to illustrate what I mean for #screenshotsaturday #indidev #gamedev #procgen 1/11
A good example of a bottom-up approach is stitching pre-designed rooms into a larger random structure. It works well for many dungeon crawling games, especially when different parameters can be used to vary the rooms. 2/11
In contrast, we don’t author bits and pieces, we author the general structure as this diagram shows. It consists of 6 interconnected levels, the structure specifies how the levels are connected and where crucial keys can be found and where enemies should be spawned. 3/11
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