An overview of dungeon generation overview
Dungeon generation is a vast topic with a wide range of possible implementations, with each implementation having its own characteristics. However, underneath the nuances of different algorithms, dungeon generation generally involves the generation of rooms and a maze and the integration of the two, as shown in the following diagram:
Procedurally generating dungeons is not that different from the work that we did on path finding. It's all about viewing a level as nodes and manipulating them. Before we implement it we'll break it down into the three main stages that were identified previously, namely the generation of rooms, the generation of a maze, and the integration of all together.
Generating rooms
Dungeons are a series of interconnected rooms, and their generation is the first step in many systems. There is no complex algorithm behind this; we simply choose a room size and place a number of them in the level. The characteristics of this level...