Procedural Dungeon Generation Algorithm
I've seen algorithms that produce results similar to this before, and I find them lacking in any sort of feeling of purposeful design.<p>Dungeons are (in theory) built by intelligent people for a reason.  There needs to be distinct working, eating, socializing, farming areas.  There needs to be wider or thinner pathways between areas based on flow of people & goods.<p>A good starting place to look for amazing looking dungeons is to look at people who play Dwarf Fortress, and how they build & organize their forts, which are essentially dungeons.<p>Here are a few good links:<p><a href="http://discourse.stonehearth.net/t/slave-to-armok-god-of-blood-dwarf-fortress/2613" rel="nofollow">http://discourse.stonehearth.net/t/slave-to-armok-god-of-blo...</a><p><a href="https://leelubutterfly.wordpress.com/2013/01/01/dwarf-fortress-the-ultimate-story-creator/" rel="nofollow">https://leelubutterfly.wordpress.com/2013/01/01/dwarf-fortre...</a><p>etc. just google image search for "dwarf fortress" and you'll see a lot.<p>Good algorithmic dungeon design should take into account some of these factors, like good city design would.