Procedural Dungeon Generator :: Max n Jackson

Hi All,

I finished a relatively complete side project for my game Max n Jackson - a procedural dungeon generator:

Most of my side projects don’t get interfaces or visualizers so I figured I this was worth a share. This side project even spawned additional side projects, or side side projects. Distraction is such a curse - it’s no wonder games never get finished!

This is my take on the classic method used in TinyKeep described on reddit.

This take on the algorithm initially lays out random rooms, chooses main rooms in red, creates paths between them in blue, then generates the necessary walls. The viewer layer (the geometry generated) is in 3D to match the game, however a 2D viewer would very easy to implement, probably easier. It typically generates within a frame so I added lots of small timeouts to help visualize the steps.

The entire engine window is captured so you guys can see the different settings used to tweak the output.

Thanks for looking
James

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That’s cool-looking.

Cool! I never thought of doing generation this way! How does it work?

Practically: it generates logical and interesting dungeon layouts, with a load of customization for number, size and shape of rooms and corridors.

Technically: I roughly follow the method described out in the reddit post, I think the video does a decent job showing all that working. The only ‘magic’ it doesn’t show is some standard Godot A* pathfinding use for calculating the connections.

I forget to show the output generates 3d walls

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