4 ms·
Apart from caring about correct connectivity and ensuring it in a principled and general way by merging connected components (an obvious "best practice" that ra
by HelloNurse 5y ago
Apart from caring about correct connectivity and ensuring it in a principled and general way by merging connected components (an obvious "best practice" that randomness-obsessed authors sometimes neglect because it addresses unlikely cases) the main good idea in the article is filling up the space between disconnected rooms with tunnels: two easy and very general "modules" as a starting point and two editing steps (knocking down 1-cell walls, then optionally pruning dead ends), also easy, are enough to obtain a good dungeon.
The same technique could be applied to better starting rooms than random rectangles (more varied random shapes, constrained good layouts like Rogue's 3 by 3 rooms arrangement, predefined "vaults", etc.) to obtain production-quality dungeons for roguelike games.