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A procedural dungeon map generator for tabletop RPGs

Project description

Dungeongen

A procedural dungeon generation and rendering system for tabletop RPG maps.

Temple Dungeon

Quick Start

pip install dungeongen
python -m dungeongen.webview.app

Then open http://localhost:5050 in your browser to generate dungeons interactively.

Features

Layout Generation

  • Procedural room placement with configurable room sizes and shapes (rectangular, circular)
  • Intelligent passage routing that connects rooms with hallways
  • Multiple symmetry modes: None, Bilateral (mirror), Radial-2, Radial-4
  • Dungeon archetypes: Classic, Warren, Temple, Crypt, Lair
  • Configurable density: Sparse, Normal, Tight packing
  • Automatic door placement with open/closed states
  • Stairs and dungeon exits

Rendering

  • Hand-drawn aesthetic with crosshatch shading and organic lines
  • Water features with procedural shorelines and ripple effects
  • Room decorations: columns, altars, fountains, dais platforms, rocks
  • High-quality SVG and PNG output
  • Grid overlay for tabletop play

Water System

Procedural water generation using noise-based field generation:

  • Depth levels: Dry, Puddles, Pools, Lakes, Flooded
  • Organic shorelines using marching squares with Chaikin smoothing
  • Ripple effects that follow contour curves

Project Structure

dungeongen/
├── src/dungeongen/      # Main package
│   ├── layout/          # Dungeon layout generation
│   │   ├── generator.py # Main procedural generator
│   │   ├── models.py    # Room, Passage, Door data models
│   │   ├── params.py    # Generation parameters
│   │   └── validator.py # Layout validation
│   │
│   ├── map/             # Map rendering system
│   │   ├── map.py       # Main renderer
│   │   ├── room.py      # Room rendering
│   │   ├── passage.py   # Passage rendering
│   │   ├── water_layer.py # Water generation
│   │   └── _props/      # Decorations (columns, altars, etc.)
│   │
│   ├── drawing/         # Drawing utilities
│   │   ├── crosshatch.py    # Crosshatch shading
│   │   └── water.py         # Water rendering
│   │
│   ├── algorithms/      # Generic algorithms
│   │   ├── marching_squares.py  # Contour extraction
│   │   ├── chaikin.py          # Curve smoothing
│   │   └── poisson.py          # Poisson disk sampling
│   │
│   ├── graphics/        # Graphics utilities
│   │   ├── noise.py     # Perlin noise, FBM
│   │   └── shapes.py    # Shape primitives
│   │
│   └── webview/         # Interactive web preview
│       ├── app.py       # Flask application
│       └── templates/   # HTML templates
│
├── tests/               # Test suite
├── docs/                # Documentation
└── pyproject.toml       # Package configuration

Installation

From PyPI

pip install dungeongen

From Source (for development)

git clone https://github.com/benjcooley/dungeongen.git
cd dungeongen
pip install -e .

Dependencies

  • Python 3.10+
  • skia-python (rendering)
  • numpy (noise generation)
  • Flask (web preview)
  • rich (logging)

Usage

Web Preview

python -m dungeongen.webview.app

Then open http://localhost:5050 in your browser.

Python API

from dungeongen.layout import DungeonGenerator, GenerationParams, DungeonSize, SymmetryType
from dungeongen.webview.adapter import convert_dungeon
from dungeongen.map.water_layer import WaterDepth
import skia

# Configure generation
params = GenerationParams()
params.size = DungeonSize.MEDIUM
params.symmetry = SymmetryType.BILATERAL

# Generate layout
generator = DungeonGenerator(params)
dungeon = generator.generate(seed=42)

# Convert to renderable map with water
dungeon_map = convert_dungeon(dungeon, water_depth=WaterDepth.POOLS)

# Render to PNG
width, height = 1200, 1200
surface = skia.Surface(width, height)
canvas = surface.getCanvas()
canvas.clear(skia.Color(255, 255, 255))

transform = dungeon_map._calculate_default_transform(width, height)
dungeon_map.render(canvas, transform)

image = surface.makeImageSnapshot()
image.save('my_dungeon.png', skia.kPNG)

Configuration Options

Dungeon Size

  • TINY - 4-6 rooms
  • SMALL - 6-10 rooms
  • MEDIUM - 10-20 rooms
  • LARGE - 20-35 rooms
  • XLARGE - 35-50 rooms

Symmetry Types

  • NONE - Asymmetric layout
  • BILATERAL - Mirror symmetry (left/right)
  • RADIAL_2 - 180° rotational symmetry
  • RADIAL_4 - 90° rotational symmetry (4-fold)

Water Depth

  • DRY - No water
  • PUDDLES - ~45% coverage
  • POOLS - ~65% coverage
  • LAKES - ~82% coverage
  • FLOODED - ~90% coverage

Acknowledgments

This project was inspired by watabou's One Page Dungeon, a fantastic procedural dungeon generator. The hand-drawn crosshatch aesthetic and overall visual style draw heavily from watabou's work.

Note: This project is a complete rewrite in Python, not a port. While inspired by watabou's visual style and procedural generation concepts, the algorithms and implementation are original.

License

MIT License - See LICENSE file for details.


Example Dungeon

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