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I've added a couple posts about the procedural map generator in LONGHOUSE.  

The most standout thing is how AI enabled me to design a generator unlike anything I've come across.  It took my goals and walked me through dozens of contingencies, which I then evaluated and resolved.

The goal is to program a game that can design levels as I would.  Randomness and algorithms will take a backseat to a number of ledgers which will step through all of the player's potential "paths", and various rules will govern how values like difficulty, fear, and meanness rise and fall over the course of their time in the level and what prefabs the generator selects, how many and what types of enemies to place etc.  I define where these values go in various situations, so it's not arbitrary, giving the game a distinct character.

It won't be quite at the level of obsessive artistry I pour into levels, and puzzles are not likely to be prominent or very deep, if it has any at all, but it should be much less random-feeling than other roguelikes.  Players are likely to feel that they are being told a sensible "story".  That's the goal, anyway.  I'm pretty confident about it.

https://inkajoo.itch.io/longhouse/devlog/1753692/progress-on-the-generator

https://inkajoo.itch.io/longhouse/devlog/1748469/procedural-generation-in-longho...