Not exactly raising this thread from the dead, it's just been a bit sleepy
I've perservered with this random procedural labyrinth idea ... and of course it always takes more time than I think. Still getting there now with some reasonable game play (though my beta testers say it's too difficult ... I guess it must be given the type of full on big studio shooter games they normally play, so am balancing out still). It's too difficult to get through with all the enemies and can get badly lost often (very large maze), so am adjusting ranged weapons and working on providing a limited reveal map once some players achievements are complete.
So a quick summary just in case it helps inspire or reassure others who might want to try this type of approach:
There are 10,000 entities in this level ... all apart from a few dozen are procedurally placed during initial loading (I found you must do this initial level creation, which has lots of large array manipulation, within the 'init' section of the script or stack timeouts occur).
There are several hundred traps, lava pits, animated spikes (and other surprises) and 100 NPC enemies of differing types.
Stairs of correct height are procedurally placed to enable movement up/down through maze levels (though the initial vertical connections had to be carefully tuned in the initial world creation algorithm as having too many is just annoying to traverse as a player)
Random cellular 'prefabs' are applied to make sure there is at least one large open area for ranged battles per level
Save/Load had to be redone a fair bit (it relies on the map having most of the static objects already being placed obviously, with a procedural world you have to rebuild the map each time prior to reapplying the last saved data snapshot - this should have been as easy as regenerating from a saved random seed ... but wasn't/isn't ... think there may be a lua bug (not GG) I haven't quite cracked yet.)
Performance after severe optimisation work (mostly LOD but the last GG update made a big difference here) hovers around 30FPS which feels smooth enough. This is with full post effect shaders but optimised entity shaders (so any GG setting always applies 'high' to core important entities/characters (they need to glow in the gloom), but' low' to all non important clutter etc).
Also implemented 'permadeath' (after last life gone all saved data is erased and player starts again with a new random level not seen before) as an added incentive to approach the game play by stealth but feedback is that this is just really frustrating ... so may lose this aspect .. anyone got any views on permadeath in games?
Anyway, happy days, nearly there with this level (kind of). Feedback on 'permadeath' or any maze related games you've loved/hated and why would be most welcome
I can safely say you can do procedural worlds in GG (with a lot of code) ... but just really wish I could move those lights!!!
Cheers.