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.
For the thing with Probuilder: it would be like defining a DnD map like this one, and constructing it at runtime while proc-gen uses it to fill in the 'walls' with generated destructable blocks. In theory, you could blast a hole in walls until you broke into another room.pic.twitter.com/iPC8Ab0e6A
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It's a way of me telling proc-gen 'I want this map, but you fill in the gaps'. Primarily this would be for interiors and specifically ones I'd want control over (as opposed to proc-gen that generates the layout as well).
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Also, typically what you'd do to have more control over the gen is having a 'seed' value that seeds into the map generation that would always produce the same map with the same seed. I don't have that yet.
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