It would be nice addition to exanima/ suigeneris.
Its okay.Sylla, I believe there were talks in this forum, perhaps even dev quotes (I can look for them later, if you wish), of procedurally generated weapons. In this case, I find it very interesting, I'm curious to see what it will offer. Equipment and such is something that can benefit from it, yes.
But I disagree with you when it comes to maps. The following is a completely personal opinion:
Not everything needs to be handmade, but having procedurally generated maps does have it's disadvantages. You hardly see the same level of polish as the Exanima levels, for example. I wouldn't mind if the devs used a procedurally generated map, made it a "fix map" and then added their own details afterwards. It could be indisthinguishable from maps made from scratch if done that way.
Exanima (and perhaps even Sui Generis when it's out) is amazing when it comes to atmosphere. I know it means "less content", but I prefer quality over quantity, and the whole BM team is certainly doing a pretty good job already.
I do understand your point, but I kindly disagree.
(Though perhaps it could be added as an optional side of it. Look for "Chalice Dungeons" from Bloodborne, in case you're wondering what I mean)
That is amazing idea too. Like in w3, or now dota 2. People creates their own stuff, making the game eternal.Rather than Procedural, I think it would be amazing to have a map editor. It would lead to a vast selection of community made levels to play.
Not necesarly every time you log to play, but every time you create a character. I dont understand that thing you said about story... things can change their place and you still understand what happened.I agree about weapons since undead could have randomly picked anything else from their surroundings each time. As I said, the main problem about procedural generation is, you won't believe me, repetitiveness. It will contain (as I see it for Exanima) some premade hallways, rooms, corridors, etc. You'll find yourself in this kind of situation: "Ough, look, today I got a complete different world, it was made of hallway_B, then came two rooms: room_A and room_G, and after that corridor_H appeared! Last day it was completely another game! It was room_B, hallway_C and room_G." That's the first point.
The second main thing is story. Not the one you are being forced to follow, happily it's not. I am saying that things are on their places because they make sence. Because there was past in the place you came into. What you see are consequences of an actions took place in the days left long ago. Procedural generation would destroy this main aspect of the game 100%. As I remember, Madoc once noticed that creating maps is not a big deal, but creating game features and interaction mechanics for these maps is.
That's exactly why I mentioned side-dungeons. Not sure if you played Bloodborne, but there was a similar system. While it did add a lot of variety, it was, somehow, boring and ignored by most players. Surprisingly, it became repetitive, and that's in a game that everything stays the same, only the drops change.Not necesarly ALL map but some stuff can change.