

Wave function collapse based dungeon generator.
Currently doesnt use any multi threading and theres still a lot of potential optimisations left on the table.
Things to do to make a dungeon feel more "alive" ?
Greetings my friends,
I'm currently still very much in the naive "I can't believe this feels doable" phase of my project. I'm working on a dungeon exploration game that's heavily inspired by Minecraft Dungeons and Realm of the Mad God.
One of my main goals is to make the dungeons feel more like a "real" place rather than random rooms to kill monsters in.
I got a skeleton of a fairly powerful generator done, and while it will need a bunch of future proofing upgrades, I'm pretty confident I can get a very good amount of interesting variety.
Now back to the actual question.
I have a few things planned that I definitely want to include. Those being destructible terrain, roaming enemies, nests gradually repopulating empty rooms, and maybe monsters changing the rooms to better suit them.
I was considering enemy infighting but it would probably conflict with gameplay too much so it will probably be left only for a few rare interactions.
Anything else that could be fun/interesting?
It's pretty satisfying to see something finally work.
Working on a dungeon that heavily relies on wave function collapse.
Finally got the basic version working decently enough that next I can start working on a more complex dungeon layout.
After that I'll probably rework the rule set and add more interesting room setpieces (small bits that the rest of the room grows from)