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Decided to do more practice with procedural generation. For years I always put it off thinking it was too tough to make a dungeon generation algorithm, but then I decided that I could start of by creating Zelda-like dungeons given that the first Zelda game had dungeons using premade rooms that fit on a grid.

I wrote a simple dungeon generator in Java and here are the results. The generator does have a bias for L shaped dungeons though.

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I tried my hand at a more traditional roguelike dungeon generator using this algorithm (roguebasin.com/index.php/Dunge). The results were more cave-like than I expected. It only uses rooms and corridors, but it doesn't really place them logically, only if it is right next to a wall.

I should try BSP dungeon generation next. It should give more "dungeon-like" maps.

roguebasin.com/index.php/Basic

@Kerosene Thanks, but if I implement it in an actual game, people will accuse me of being too lazy to write levels (a common response I see with the trend of including roguelike elements in games).

@xianc78 It does depend on the type of game and how much it's used. I wouldn't want an overworld that's completely procedurally generated for a Zelda-like game, but maybe some specific dungeons (not all of them) could have such things, maybe for "farming" monsters or to throw off the user's sense of direction and force him to use particular items to find his way. It can all be nice if properly implemented.

@Kerosene I wouldn't have a procedurally generated overworld unless it's a sandbox game or a 4X game. I do plan on making a Zelda-like game with roguelike elements though, but only the dungeons will be randomly generated.

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