...seems that making a comic action RL has been using up quite a bit of my creative brain power (think bubble bobble) The mains aspects are the wacky theme, single screen levels and multiplayer co-op chaos.
Now I'm trying to figure out how to make procedural levels that don't suck ass, and I think I am failing. I was thinking of retreating and going to the semi-procedural route and try for what Spelunky did.
Spelunky took premade chunks one screen big, with some wildcard blocks here and there in each chunk, and strung them together into 4x4 levels. Players start at the top, make their way down to the door.
I was also thinking of just making a TON of preset screen skeletons. There are hundreds and hundreds I could steal from all of the different comic action games over the years. I could easily come out with 1000 levels.
Each level would be just a blank template of where the blocks would go, where enemy spawn points would be, where 'traps' like spikes and lava can spawn.
After that I would pick a THEME for the level. Say, Ice Cave or Lava Dungeon or whatever. This would control the 'skin' on the blocks, what types of baddies might spawn at the spawn points, the nature of the traps (lava, acid, spikes, pit of snakes, lava shooter etc...) and what each 'wild card' chunk might consist of.
The goal is to not just reskin the level, but add little bits to make it cohesive to theme and different each time.
A good roguelike provides replayability through variety in each run through. You get that through content of the dungeons, not necessarily shape of the dungeon. I wonder if that can be applied to jumper games?
Also, I'm not sure Spelunky answered that question...