xyz procedural generation is a tool like many others, it has its uses.
it can be used to create unique never before seen maps like in minecraft and spelunking and civilization and diablo and
but if it is not done right it can lead to bad maps. this is not a procedural generation problem, it's a bad/insufficient code problem.
MirceaKitsune I think it can be a good idea when done right.
but you are not going to do it right the first time. go and learn algorithms, do something simple, create a 2D map.
I'm using procedural generation, but before getting to this I made dozens of perlin generators and other things, it's not something you just go and do on the first try. so stop planning and start trying, you are a newbie.
MirceaKitsune Procedural generation is the main reason Minecraft was such a big thing
minecraft was ALL procedural generation, the guy worked on it for years and read books. you don't get to just go and do it with a 30 second search and a youtube tutorial.
MirceaKitsune Finding the right assets has been a tad harder
how about you make your own assets? what are you contributing to your project? you want the code done and the art done and just to assemble it like LEGOs AND for it to be perfect.
MirceaKitsune prototype CSG with an unique texture atlas should do
forget about CSG. or don't, ignore all the advice from more experienced people, make your mistakes.
but please learn from them.
MirceaKitsune Also tiles of different sizes, you want a fixed grid size unless you want a new layer of complexity filling multiple cells and requesting different neighbors per tile.
you can do same size tiles and still get a good map, just make the tiles more complex. a tile can have a little maze and still connect 4 ways. add doors inside, traps, obstacles.
when you randomize it all the tiles will still be valid, then add a start and end, and then you generate the scenes for the maze.
which is what I told you: an algorithms side, a data side and a generation side.
you can do SCG all you want, but if your algorithm is bad the map will be bad, and if there's no data you can't check if the map is good at runtime, and your players will run into walls.
CakeCadaver Unrelated, Deep Rock Galactic devs posted a really cool dev log where they do procedural work here. They spawn a bunch of pre-made rooms in a sphere, and then they draw a line between connections and generate a cylinder shape around the line to be a hallway. Then they apply noise patterns to blend the meshes together into caves. Neat
that is neat