Last week I didn’t have a whole lot of time to spend working on Project Peril, but I did manage to put together a new algorithm for dungeon generation. This algorithm is heavily inspired by Path of Exile’s dungeon generator. It takes a set of points (i.e start, mini-boss, end), all of which are defined by a graph designer, and generates a randomized path of rooms between those points. If you take a look at the featured image you’ll see an example of a simple dungeon that was generated with two points, a start and an end.
Just to keep this interesting, here’s a few more generated dungeons with the exact same set of points (start, end):
These dungeons are 99% linear. I will be expanding on the algorithm to implement a sort of branching effect which can add a bit of complexity so players may have to run through a bit of a maze to reach the end.