What Links Here?
Outbound Links
- Bob Nystrom 'Rooms and Mazes: A Procedural Dungeon Generator'
- Darius Kazemi 'Spelunky Generator Lessons'
- Jan Willem Nijman's 'Random Level Generation in Wasteland Kings'
- A Adonaac's 'Procedural Dungeon Generation Algorithm'
- cogmind
- Generating and Populating Caves
- Procedural Map Generation
- Procedural Dungeon Generation: A Drunkard's Walk in ClojureScript
- Handful of Sweet Arse Dungeon Generators from Dungeoneering Dad
- Castle
- Forest
- SpaceBase!
- đźď¸ Screenshot from "Solomon's Keep" an excellent rogue-like dual-stick shooter for iOS
- Mike Bostock's review of algorithms for maze generation
- Jamis Buck's 'Maze Generation: Algorithm Recap'
- "Generating mazes" by André
- geomorphs
- đźď¸ Geomorphs:
- The Geomorphs of Dyson Logos (and others)
- Path Finding for Games, with Amit Patel
- Path Finding for Tower Defences (Amit Patel of Red Blob Games)
- â random-city-generators
- spintax
- Handful of Sweet Arse Dungeon Generators from Dungeoneering Dad
- Random Generators
- Dave's Mapper
- Dizzy Dragon Games: Adventure Generator
- Donjon Random Dungeon Generator
- Dyson's Random Morph Map
- Gozzy's Dungeon Map Creator
- Inkwell ideas: DungeonMorph Dice
- Inkwell Ideas: Dungeon Generator
- Myth Weaver's Dungeon Generator
- The Wizards of the Coast Random Dungeon Generator
- Orteil's rdg
- Orteil
- Dungeons TOME
- Category: rpg
- Cellular Automata Method for Generating Random Cave-Like Levels
- Bob Nystrom 'Rooms and Mazes: A Procedural Dungeon Generator'
- Darius Kazemi 'Spelunky Generator Lessons'
- Jan Willem Nijman's 'Random Level Generation in Wasteland Kings'
- A Adonaac's 'Procedural Dungeon Generation Algorithm'
- Mike Bostock's review of algorithms for maze generation
- Jamis Buck's 'Maze Generation: Algorithm Recap'
- "Generating mazes" by André
- Path Finding for Games, with Amit Patel
- Path Finding for Tower Defences (Amit Patel of Red Blob Games)
- Genetic algorithm to solve 2D Mazes in Visual Basic
- Phi Dinh, "Procedural Dungeon Generation Algorithm Explained"
- Academic Paper, David Adams "Automatic Generation of Dungeons for Computer Games (2002)"
- Nathan Williams: An Investigation in Techniques used to ProcedurallyGenerate Dungeon Structures, pdf
- Zelda Dungeon Generation in Unity 3D
- RogueBasin: Grid Based Dungeon Generator
- 7DRL
- AI Weirdness: Dungeon crawling or lucid dreaming?
- Wikipedia: Rogue (video game)
- Wikipedia: Random Dungeon
- Wikipedia: Roguelike
- Wikipedia: Rogue (video game)
- Wikipedia: Dungeon Crawl
- Wikipedia: Munchkin (card game)
- â procedural-city-generation
- â path-finding
- â procedural-texture-generation
- â procedural-content-generation
- â random-city-generators
Random Dungeon Generators
You know what they say. When you're tired of procedurally generated dungeons, you're tired of life.
Beginning with the game 'Rogue' in 1980, there is a long tradition of games which automatically generate their levels, in real-time, as the player enters each level. Rogue set the scene for a genre known (rather unimaginatively) as "Rogue-Likes", and their more general category: "Dungeon Crawlers".
There's a shorter, but no less proud, tradition of people creating interactive (or at the very least animated) articles on "random dungeon generation" and the closely related sport of "Maze Generation".
Here are five of the best:
- Bob Nystrom 'Rooms and Mazes: A Procedural Dungeon Generator'
- Darius Kazemi 'Spelunky Generator Lessons'
- Jan Willem Nijman's 'Random Level Generation in Wasteland Kings'
- A Adonaac's 'Procedural Dungeon Generation Algorithm'
- Josh Ge (of cogmind) describes Generating and Populating Caves and Procedural Map Generation
- JR Heard demonstrates Procedural Dungeon Generation: A Drunkard's Walk in ClojureScript
And an extensive list of online generators themselves:
And, owing to the fact that no website can consider itself complete if it doesn't include a dungeon generator of its own, there is now a dungeon generator available at this very wiki! It creates ready-to-print maps, and lets you pick from 4 different themes:
* or Castle, or Forest, or SpaceBase!.
Dungeon = Maze + Rooms
Dungeonsâit must be notedâdiffer from the related concept of "Mazes", because while Mazes consist solely of "passageways", Dungeons have Passageways and Rooms. Rooms have a number of door ways and (sometimes) door ways can be locked!
Dungeon = Maze + Rooms + Monsters + Treasure + Locks + Keys + Stairs
If you want to get right down to it, dungeons also have monsters in some of the room, treasure boxes (occasionally) and (if there are locks) they may have keys (possibly hidden in treasure boxes). They can also have stairs, which act as entry/exits, and note that the stairs do not strictly need to be on the edge of the dungeon, they can be anywhere inside the dungeon. (Thus, wall-following may not be a sufficient way to solve such a puzzle).
Screenshot from "Solomon's Keep" an excellent rogue-like dual-stick shooter for iOS
So here's three articles on the related topic of Maze Generation. The first one is by Mike Bostock, whose full name I imagine to be "The Amazing Mike Bostock" as that is how I always pronounce it. And Jamis Buck who literally wrote the book on maze generation.
- Mike Bostock's review of algorithms for maze generation
- Jamis Buck's 'Maze Generation: Algorithm Recap'
- "Generating mazes" by AndrĂŠ
The beautiful thing about dungeon generation is that it's one of the purest algorithmic problems you can encounter. And yet it's such a fun, visually spectacular and entirely-playable pursuit. So dungeon generation is a fantastic topic for trying out a new language, or learning programming itself.
And the complexity of a solution can steadily ramp up from the entirely hand-drawn to the entirely generated. You can follow a smooth progression from manual to automated, with many detours, challenges and treasures along the way. Not unlike playing a dungeon crawling game itself.
One step up from hand-drawn is to create your own "geomorphs", in the style of Dyson Logos.
The Geomorphs of Dyson Logos (and others)
"Geomorphs" are small tiles which fit together with other tiles.
Path Finding
The related field of "Path finding" should also be linked from here.
- Path Finding for Games, with Amit Patel
- Path Finding for Tower Defences (Amit Patel of Red Blob Games)
The related field of city generation and world generation can be covered in separate articles.
Dungeon Game Name Generating
A related (though entirely different) field, is the automated generation of names for dungeon related games.
e.g:
- Epic Dungeon Quest of the Loot Raider
- Epic Loot Quest of the Dungeon Raider
- Epic Quest to Loot Dungeons
- The Epic Quest for Dungeon Loot
- Epic Dungeon Raiding Quest of the Loot Raider
- Raiders of the Epic Dungeon Loot
- The Golden Dungeon
- Epic Quest to Loot the Golden Dungeon
- Epic Raid of the Golden Dungeon
Such things can be achieved using domain-specific languages such as spintax.
By using curly quotes and pipes, you can create an endless variety of names. Press refresh to see this name update:
The {vile|foul|horrid|miserable|dirty|dank|degenerate|unkempt|loathsome|repellant|stench-filled|stink-filled} {dungeons|pits|caverns|tombs|caves} of the {dark|vulgar|vicious|nasty|spiteful} {lord|under-lord|overlord|captain|viceroy|prince|commander|baron|chancellor|bishop|viscount|count|marquis} {N|V|K|Pr|H|H!r|Grr|Gr|K|Kr}{e|ei|ey|ye|ai|ee|oi|oe|ay|aey|ea}{s|sh|l|nh|ld|lp{ur|or|er}}{b|v|gh|hg|qu}{ae|e}{d|p|qu|k|tt}.
List of Lists of Dungeon Generators
- Handful of Sweet Arse Dungeon Generators from Dungeoneering Dad (The comments also include links to more generators)
- Random Generators (includes 'Dungeon' category)
List of Dungeon Generators
- Dave's Mapper The ultimate Geomorph based generator.
- Dizzy Dragon Games: Adventure Generator
- Donjon Random Dungeon Generator (Donjon is French for Dungeon)
- Dyson's Random Morph Map
- Gozzy's Dungeon Map Creator
- Inkwell ideas: DungeonMorph Dice
- Inkwell Ideas: Dungeon Generator
- Myth Weaver's Dungeon Generator
- The Wizards of the Coast Random Dungeon Generator
- Orteil's rdg â from Orteil
- Dungeons TOME â "based on the random dungeon generation tables described in the Dungeon Master's Guide (DMG), but suitable for any RPG" (see also Category: rpg)
External Links
- Cellular Automata Method for Generating Random Cave-Like Levels
- Bob Nystrom 'Rooms and Mazes: A Procedural Dungeon Generator'
- Darius Kazemi 'Spelunky Generator Lessons'
- Jan Willem Nijman's 'Random Level Generation in Wasteland Kings'
- A Adonaac's 'Procedural Dungeon Generation Algorithm'
- Mike Bostock's review of algorithms for maze generation
- Jamis Buck's 'Maze Generation: Algorithm Recap'
- "Generating mazes" by AndrĂŠ
- Path Finding for Games, with Amit Patel
- Path Finding for Tower Defences (Amit Patel of Red Blob Games)
- Genetic algorithm to solve 2D Mazes in Visual Basic
- Phi Dinh, "Procedural Dungeon Generation Algorithm Explained"
- Academic Paper, David Adams "Automatic Generation of Dungeons for Computer Games (2002)"
- Nathan Williams: An Investigation in Techniques used to Procedurally Generate Dungeon Structures, pdf
- Zelda Dungeon Generation in Unity 3D
- RogueBasin: Grid Based Dungeon Generator
- 7DRL 7 Day Roguelike challenge.
- AI Weirdness: Dungeon crawling or lucid dreaming?
Second Class External Links
- Wikipedia: Rogue (video game)
- Wikipedia: Random Dungeon
- Wikipedia: Roguelike
- Wikipedia: Rogue (video game)
- Wikipedia: Dungeon Crawl
- Wikipedia: Munchkin (card game)