A little reflection/explanation on the procedural generation I used in Caves of Goo
Hi, I'm SkotDude, an aspiring, independent game developer. I am currently focusing on developing with the Godot engine. I've been interested in games all my life, with a particular interest in design. It started with games on MS-DOS, but expanded quickly as I grew alongside the industry. I attended university to study game design, but quickly found myself in a moral dilemma regarding the business side of the industry, so game design was relegated to a hobby. In 2020 I decided to change that.