Hello! Youtube recently recommended me early alpha footage of Due Process, and i would love to do a sort of fun project where I'm trying to create a procedurally generated floor plan, with procedural walls, rooms and doors based on a seeded generation. I've come here in search of some answers or pointers on where to even begin with this.
My initial thoughts were basically "Create random room shapes, add door markers, stitch together in engine" but the results actually returned lukewarm results because the level flow was just inorganic, very corridor-like in nature, which is why i'd love to turn the whole thing into a grid based solution, where i lay down a set of rooms, and then the generator decided on how they get connected together based on a seed. so let's say there is a large room, there's an extrusion, the extrusion turns into a hallway that extends into the big room, etc.
Also since on the topic of generation, the generator should also have imposed rules. No rooms should be inaccessible (generate fallback holes/doorway if a room is inaccessible), interior should be handled differently, exterior walls are thicker but they can have breachable surfaces, etc. also room sizes like small, medium and large, and they would have different amounts of rooms per generated map.
Here is a handy little illustration on how a Floorplan should look like, it is not proportionate, simply a guideline to help visualize the kind of system i'd like to create. So if you have pointers, i'd be happy to hear it!