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April update: the new procedural dungeon generator

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I'm back with a new progression video. I had skipped the last month update due to not having something useful to show off. I had optimized the engine and went from 20-25 fps to a stable 60 fps in my test environment. But it is really hard to display the effect of a performance optimization ;-)

At last I moved the level generation from a designed and semi-generated approach to the new, completely procedural, in-game level generator. In combination with the reworked sewer level design finally something to show off.

Here is a new video dev-log showing the sewer level generation step for step.

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Looks really awesome. Have you considered also randomly generating the base layout (if not already doing). Fully random layouts can be wonderful to experience as a player.

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The base layout is fix at the moment (level and task dependent), but I will consider a full-random map mode once I have added more themes.

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WoW! This is very amazing! Random Dungeons allow games to never get stale, or at least minimize the rate it happens.

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