Roguelike Level Design Addendum: Static or Procedural? (Patreon)
Published:
2019-03-28 02:10:29
Imported:
2024-07
Content
My latest article discusses the advantages of static and procedural maps in a roguelike, naturally taking Cogmind as an example since it includes both for different reasons. (This is yet another extension of the original level design article.)
I've embedded it in image form below, but Patreon is actually terrible with images and formatting (which is why I also didn't just write/copy the article itself here) so it's probably easier if you check out the text version here.
The password for access is "static"