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Re:Procedural Dungeon Generation Algorithm by angersock on Friday September 04, 2015 @03:35PM (#10172437)
Dungeons are (in theory) built by intelligent people for a reason.

That reason is typically to store something behind a lot of very dangerous traps, trick architecture, and maybe enemies.

Unless you're concerned with maintenance, you don't worry about farms and all that other nonsense--that's gold you should've been spending on golems, pit traps, and other self-maintaining defenses!

Re:Procedural Dungeon Generation Algorithm by logfromblammo on Friday September 04, 2015 @04:44PM (#10172776)
I am concerned about your apparent disregard for smashable barrels. It is critical to ensure that payroll and minor health potions are located near at hand to the live defenders of the dungeon, to keep them from loitering around near the nice parts when they should be down patrolling the adventurer-murdering parts.

I find the current theory circulating that suggests such placement of critical resources only serves to reinforce and resupply invaders is almost entirely without merit. Why wouldn't a guard take additional effort to defend his barrel? Are they all so incompetent that they would expire before breaking into the emergency medical supplies?