title: Dungeon Generation Methods
body: <p>I've been researching a good dungeon algorithm, but I've come into several problems. I'm trying to make a mix between <em>Realm of the Mad God</em> and a dungeon crawler. My design layout has been hallways that branch off from each other with rooms full of monsters added in. So far I've set up a dungeon generator based off this algorithm: <a href="http://www.roguebasin.com/index.php?title=Dungeon-Building_Algorithm" rel="nofollow noreferrer">http://www.roguebasin.com/index.php?title=Dungeon-Building_Algorithm</a>. My first problem is that since my hallways aren't 1 space wide, they look often cut off from each other which is not the intended effect.</p>
  
  <p><img src="https://i.stack.imgur.com/o0I2O.png" alt="You can see what I&#39;m talking about here">.</p>
  
  <p>I've been thinking of maybe changing the generation so that it stores the tiles in an array-list so that it can use that to find how each passage should connect, I've also thought of trying a different algorithm, but I'm hesitant because it would feel wasteful to not to try and fix this one first. Any bit of advice is helpful since I'm relatively new to this!</p>
  
  <p>Take Note: There must be a special room that the player spawns in and a Boss room. In terms of this I'm not sure how always be sure to connect these rooms together, maybe a final generation after everything else is done?</p>