I went down a procedural generation rabbit hole over the past two weeks trying to make map layouts less samey.
Dungeon Level Layout Improvements
I added the following map type attributes, each defined as a min/max range representing the degree to which the attribute is present on the map.
- Symmetry: mirrored rooms/corridors, occurring in a single pair or a sequence of pairs.
- Repetition: multiple rooms with uniform size and distribution spawned on one or two sides of a large room/corridor.
- Compactness: controls how close together or spread out blocks are.
Examples:




New Content
- Map Block Blueprints (14): Tiny/Short/Medium/Long/Hub Rectangular Room, Tiny/Short/Medium/Long/Hub Elliptical Room, Tiny/Short/Medium/Long/Hub Corridor. The blueprints control size and number of children. Different map types can have different distributions of each.
Next week, I’ll create room content based on room size (currently it’s one size fits all). I may also add sound effects that are either missing because of a recent refactor or were never added.

