It sounds interesting, but I think the better method is to team up with a level designer and create templates of rooms that piece themselves together. There is a lot more to a dungeon than interconnecting rooms. You have to consider the original buildings dimensions, and what creates a good flow. It also is a good idea to keep in mind the theme and placement of assets. It may not make sense to have the kitchen right next to the sewers.
It sounds interesting, but I think the better method is to team up with a level designer and create templates of rooms that piece themselves together. There is a lot more to a dungeon than interconnecting rooms. You have to consider the original buildings dimensions, and what creates a good flow. It also is a good idea to keep in mind the theme and placement of assets. It may not make sense to have the kitchen right next to the sewers.
The first Diablo game did a pretty good job with random dungeons and a few premade but randomly placed rooms (like the butchers hangout) so it certainly is possible to get it pretty good. You wont beat a well designed dungeon with it of course but if you want a game with loads of huge dungeons the tradeoff is probably worth it.
Using mechanics like this but having a real designer making the boss rooms is a good tradeoff between loads of cheap random dungeons and a few smaller but well designed one. It would be even better if the game had both dungeons with random elements and some harder human designed as well.
A few other games have used random dungeons with more or less success, like Gauntlet (arcade, C.64) and Elder Scrolls: Daggerfall to mention 2.
Why go through all that drama when you can just use a gpu algorithm. A simple noise and flood algorithm will do the job fine. Any path finding will perform way better on gpu.
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Using mechanics like this but having a real designer making the boss rooms is a good tradeoff between loads of cheap random dungeons and a few smaller but well designed one. It would be even better if the game had both dungeons with random elements and some harder human designed as well.
A few other games have used random dungeons with more or less success, like Gauntlet (arcade, C.64) and Elder Scrolls: Daggerfall to mention 2.