I am super stoked about the procedural generation! Games like FTL get a lot of replay value by being different every time you start over, and it should make the development process quite enjoyable since we will be playing the game A LOT.
There are two parts to this (I think): terrain generation and dungeon generation. In Binding of Isaac, dungeons seemed to be generated by first building the level graph and then occupying each room with a pre-set template. This is easy but is limited to the number of room templates you have.
In Minecraft, terrain is generated using Perlin noise such that the entire world doesn't have to be generated at once but you still get consistent terrain. Will we be generating everything at once or go for this sort of generate-it-as-you-need-it approach?
There are tons of other issues, like how one incorporates puzzles and keys such that the game is solve-able (block pushing, anyone?), item/monster spawning, etc. I am curious as to whether we will be applying the combinatorics to monster generation as well, maybe we can get random bosses with weird traits: Evil-ice-zombie-dragon or lightning-leopard-goldfish.
Is it too early to talk about some of these things? What do you all think?