<Daeken> an RPG using procedural generation not for building random worlds but for making detailed static worlds
<Daeken> the way it'd be built is this... an artist starts up an editor tool that connects to a central server. the server sends down the current map data and all that on the fly -- this is so multiple users can work together on world building
<Daeken> the editor has a preview window, which is an embedded version of the game renderer, switchable between walk and fly modes, and edit and view modes
<Daeken> when in edit mode, you can add/delete/resize areas, edit heightmaps for areas, or go into paint or delete mode
<Daeken> in paint mode, you can select either a given object (a tree, a path, stones, etc) or a template (e.g. a forest which places trees, twigs, and stones randomly, a swamp, etc)
<Daeken> then you simply paint over the landscape. the editor randomly creates stones, trees, etc of different sizes and textures, then places them in those areas
<Daeken> if you're painting a path, it will automatically remove things like trees
<Daeken> delete mode is painting in reverse :P
<Daeken> this allows you to create the world at a high level overview, then the artist can go in and do custom placement and such
<Daeken> that way you end up with a highly detailed and very diverse world without all the work, and without a massive team of artists
<Daeken> and with the multi-user editor, it could actually make Free games viable -- getting a massive team of artists together is hard, getting a lot of people to sit in a world builder like that is much easier :)
<Eevee> non-destructive editing?
<Eevee> maybe that's not really the same thing
<Eevee> have a forest, draw a path through it, let me fiddle the path around like a vector editor rather than having to redraw path and cover the old one with forest again
<Daeken> exactly. this type of placement makes that easy
<Daeken> and it makes the data tiny. your world files will be a few megs because there are no meshes in it. all of your objects are generated on the fly, you just lock the parameters :)