A look behind the scenes of the procedural dungeon generator in Galak-Z.

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A look behind the scenes of the procedural dungeon generator in Galak-Z.
Life's about the little things.
Two things of note today:
- Translated the Lua logic of my cave generation into C#. This took an embarrassingly long time.
- Implemented a depth-first search maze generation algorithm in Lua that seems to work remarkably well. It's really nice when you hammer out a few lines of code and from it, massive complexity springs out.
Still having major trouble with the corridor connectivity in the dungeon generation code. I'm going to forget the major interconnections for the moment and implement the main body of it in C#, and hope that something comes to me as I do it.
A quick one.
Tried to fix a few bugs today, in between writing for [redacted] and putting together a design document for this game.
God dammit.