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Procedural dungeon algorithms for a more open dungeon

I'm working on a game that I want dungeon generating in, but I plan on having ranged weapons in it, so I want it a bit more open. I'd like to avoid corridors and I don't want to use a grid of custom rooms.

I don't want to use perlin noise and make it like random blotches, so that's not an option.

All I need is a summary of how the ideal algorithm for this works.

EDIT: Something that gives a result like this: example

It doesn't need to be so rounded. The point is that there aren't really corridors.

I'm also fine with a modular approach where the areas are hand made as long as it's still not on a grid. The issue is that if it's not on a grid, the areas are normally connected by corridors.

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