Scriptable Dungeon Generation

I've talked about dungeon generation in the past [https://xbloom.io/2016/04/17/more-complex-dungeon-generation/], specifically an algorithm that I've used in a few places. That same algorithm is at work in my roguelike which I've been calling "Explore [https://xbloom.io/tag/explore/]". Since I've already covered exactly how…

Complex dungeon generation

This was a post from my old blog. Some links/formatting/images may be out of date. I can't release the original source used for this (which was written in C++), but I have a very similar implementation in C# from a different project that I've posted in full here:…