Today was about getting dungeon generation working:
I was going for a fairly traditional Rogue-style effect in my dungeons: Rooms connected by twisty corridors. I’m quite pleased with how it is starting to look.
My algorithm is roughly:
– Recursively sub-divide the dungeon into zones, BSP-style
– At each division, add one or two connection points between the zones. The connection points will be either doors or corridors
– At the lowest level, build either a specific room with the connections turned into doors or a set of twist passages
I’m still working on room decoration: I maintain a list of rooms and after the basic level is laid out I run a “decorate” function that adds items of interest, monsters and other scenery to specific rooms.