World generation: Difference between revisions

9 bytes removed ,  01:46, 28 November 2020
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Remove {{stub}} (though I will probably continue adding to this later
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m (Remove {{stub}} (though I will probably continue adding to this later)
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{{gamename}} uses procedural generation to create much of its content each playthrough. While a few of the [[main quest]] locations are pre-determined or pre-built, such as {{favilink|Grit Gate}}, most of the rest of the world is largely procedurally generated. Even many main quest dungeons and guarantd settlements tend to include a large element of procedural generation. For example, the shops and merchants surrounding the {{favilink|Six Day Stilt}} will be procedurally generated during each playthrough, and much of the interior structures of {{favilink|Golgotha}} and the {{favilink|Tomb of the Eaters}} are also procedurally generated.
{{gamename}} uses procedural generation to create much of its content each playthrough. While a few of the [[main quest]] locations are pre-determined or pre-built, such as {{favilink|Grit Gate}}, most of the rest of the world is largely procedurally generated. Even many main quest dungeons and guarantd settlements tend to include a large element of procedural generation. For example, the shops and merchants surrounding the {{favilink|Six Day Stilt}} will be procedurally generated during each playthrough, and much of the interior structures of {{favilink|Golgotha}} and the {{favilink|Tomb of the Eaters}} are also procedurally generated.