So I make this both the fact that I am bored but mainly the fact that I feel slightly inspired by this post: Map Generation System And I said
And I would like to go in some depth about this
Firstly, the problem would be that whenever you think of true randomness if you do not have a code to make the generation playable by the player. Except my theory would be what if we could detect for specific parts that make it unplayable
this is only a experimental theory, so this would mean we need a small room for test filled with barriers or props in all directions at nearly every coordinate in that room. So imagine for example we wanted a maze? well we would want it to be playable instead of random barriers landing randomly somewhere. We want it to be a maze. we could go easy route with preset generations but you know me and my friend named “Stubborn” what if we could make a “maze” that every playthrough would be ENTIRELY random but playable.
so like said earlier I propose a system that will somehow detect specific property placement. this would require a lot of memory but like said in this example were supposing its in a small space.
We should maybe have key areas that barriers CANNOT spawn in so those areas would always be playable.
Second question would be: could we possibly figure out efficient ways to make this for spaces bigger than a small room?
Probably yes, but it would be still memory expensive but with some strategy and techniques there could be ways to make even bigger areas.
So I conclude this thought provoking thing going on in my head here.
Research should begin in chat. I get that this is semi probably impossible but hey
why not try to concoct something close to one. I worked kinda hard writing this (was not hard writing, just the explaining part) I will add more info soon enough more about my theory