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Been a while since the last devlog, mostly because much of what I worked on either wasn't interesting enough for a full devlog (like an inventory system), or was so big that it took forever to get to a decent prototype. I got REALLY side tracked by the whole graph rewriting and transformative grammars thing. I touched on it in the video, but I probably spent close to two months learning about and creating a library for it from scratch. I'm skeptical it'll be worth the time spent on it, but only time will tell. I still have a lot of work to do on this. Fixing a few bugs, tons of improvements, not to mention things like baking in a navmesh or other pathfinding data. Plus decorating the dungeon so it's not completely plain. I have a lot of ideas, just need to spend the time to implement them. Hopefully I can get some cool results to share further down the line. As always, if you have any questions, feel free to leave a comment. Likewise, if you have any suggestions for improvements to the video quality, I'm open to those as well. These aren't scripted and won't be any time soon, but I do usually record at least 2 takes to try and condense as much as I can while still going into detail. --------- Links The tileset I use for the examples in this video is a modified version of 0x72's Dungeon Tileset II: https://0x72.itch.io/dungeontileset-ii --------------------- Timestamps 0:00 Intro 2:24 Simpler techniques: Random Walk, Corridor/Room First, BSP 7:44 Limitations: Not very much control over the result 8:46 Graph-based dungeon generation 10:10 Describing the constraints and full process 12:22 Room implementation 16:15 Corridor implementation 23:18 More demonstrations of the dungeon generator 26:16 What still needs improvement and future ideas 32:09 Conclusion