🏰Procedural Generation

Procedural Dungeon Generation in Godot 4

MS

Mika Solaris

Indie dev and procedural generation enthusiast. Shipped two roguelikes and a dungeon-crawler on Steam.

Course price

$5

One-time purchase

What You'll Learn

Procedural dungeon generation is the backbone of roguelikes, and Godot 4 gives you powerful tools to build it from scratch. In this micro-course, you'll implement a Binary Space Partition (BSP) algorithm that carves a tilemap into rooms and corridors, then layer in randomized loot placement and enemy spawning rules. By the end, you'll have a reusable DungeonGenerator node you can drop into any project.

We start with the fundamentals — subdividing a rectangular region recursively, connecting leaf nodes with hallways, and converting the abstract tree into TileMap cells. You'll learn how to tune parameters like minimum room size, corridor width, and branching factor to get vastly different dungeon feels from the same algorithm. We also cover seeding your RNG so runs are reproducible for debugging.

The final section covers polishing your dungeons with decorative autotiling, loot placement rules, and performance considerations. You'll walk away with battle-tested patterns used in shipped indie titles and code you can extend for years.