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.
Yeah that seems like a good way to go about it. One thing I've considered is having 'story dungeons' be hand built, and 'side dungeons' be more proc gen type stuff. That way I can control some of the pacing while adding loads and loads of other content.
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I'm not sure the scope of what you're doing, but in my alltime fav game ADOM, he has a several dungeons laid out on a static world map. Each is almost entirely random, except for specific floors. Even if you don't like the concept, try this game! http://ancardia.wikia.com/wiki/Caverns_of_chaos …
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Le chargement semble prendre du temps.
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