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In this video I go over my approach to breaking down a large problem like procedural dungeon generation into an algorithm of smaller more simple steps. I follow the high-level steps outlined below to randomly create a top-down dungeon with various rooms, hallways and chambers. The tools I used to create this video are as follows. Unity 3d Visual Studio POLYGON Art assets from Synty Studios The algorithm can be broken down into three components, the dungeon, the room, and each opening within a room. Each component will follow a simple set of steps until the dungeon is finished being generated. Dungeon’s Perspective Step 1: Spawn a room Step 2: Get the first available room that has unconnected openings Step 3: Tell the room to spawn its’ adjacent chambers Step 4: Wait until the room’s openings have spawned Step 5: Add Created Rooms to the dungeon Step 6: Repeat 2 – 6 until there are no more unconnected openings Room’s Perspective Step 1: Get all the room openings Step 2: Iterate over each opening and spawn adjacent chamber Step 3: Wait until all adjacent chambers are spawned and are in a valid state Step 4: Notify dungeon new rooms are ready Room Opening Level Step 1: Get available pieces from the dungeon to spawn Step 2: Spawn a connected piece Step 3: Wait for the validation period to complete Step 4: Mark the opening as connected and notify the room that a connected chamber is ready New Room Validation A room becomes invalid if it intersects another room If it becomes invalid then the room will destroy itself and notify the connection point to try a different piece. If all the pieces are attempted and nothing will fit, then the connection point will close off the room with a wall instead. Broken Knights Games Web - https://www.brokenknights.com Instagram - / brokenknightsgames Twitter - @Broken_Knights Credits: Images obtained from www.textures4photoshop.com