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Procedurally Generated Dungeon

This project is a C# implementation of a procedurally generated dungeon using .NET 8. The dungeon layout is randomly generated, creating unique structures each time the program runs. The comments were added with the use of AI

Features

Random Dungeon Generation: Uses procedural algorithms to create varied dungeon layouts.

Customizable Parameters: Modify generation settings to control dungeon size, complexity, and structure.

Efficient Randomization: Implements an IRandomize interface for flexible and reusable random number generation.

Prerequisites

.NET 8 SDK

Visual Studio or any C#-compatible IDE

Example Dungeon

Dungeon

Dungeon Symbols

'█'  → Unused space  
'█'  → Dirt Wall  
' '  → Dirt Floor  
'S'  → Stone Wall  
' '  → Corridor  
'D'  → Door  
'+'  → Upstairs  
'-'  → Downstairs  
'C'  → Chests
'T'  → Traps

if you want to change the size and play with the dimensions mess around with these lines

 // Call dungeon generation method
 dungeon.CreateDungeon(100, 100, 100); // dimensions and object count
  // max size of the map
  int xmax = 80; //columns
  int ymax = 50; //rows

About

Makes a procedurally generated dungeon out of ascii characters

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