Create seeded room-and-corridor dungeons with entrances, exits, doors, treasure, enemies, and portable map data.
Each proposed room is rejected when its padded bounds intersect an accepted room, leaving walls and walking space between rooms.
Accepted rooms are connected in sequence by carved corridors, producing a continuous floor network from the first room to the last.
The entrance is placed near the center of the first room and the exit near the center of the final room, usually creating a meaningful route through the layout.
Yes. The ASCII export maps walls, floors, doors, entrance, exit, enemies, and treasure to distinct characters for quick text-based inspection.
Dense settings can exhaust placement attempts. Increase map dimensions, reduce room size, or request fewer rooms to give the algorithm more valid space.