Theory: I can use Probuilder to build and test dungeons, then export the walls as a top down gradient map (similar to Perlin), and import them into the proc gen logic to build controlled maps with proc generated destructible elements.
C# with Unity only now. Just prototyping some stuff right now with some general longer term ideas. Typically a game like Minecraft builds a procedurally generated Perlin map and builds it's blocks off that as if it were a topographical map. (1/2)
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But I want a combination of control over hand-building the levels or dungeon maps, along with the destruction and procedural benefits of proc gen; so trying to think up ideas of a workflow that would let me do that. (2/2)
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So a player destroys a part of your game world. You're saying you can use proc gen to regenerate that part of the environment, just tweaking that new gen logic based on whatever they were trying to destroy?
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