https://www.youtube.com/channel/UCKv_QzXft4mD6TXmQBZtzIA/fea...
But the last episode is on the Roguelike Celebration event: http://www.roguelikeradio.com/2020/09/episode-156-roguelike-...
Found via this thread: https://www.reddit.com/r/godot/comments/m6mmka/finished_my_t...
https://github.com/munificent/hauberk
Edit: I realized the link to Hauberk is at the top of his article, but it's worth checking out; mostly complete, good ideas, cool use of color.
http://crpgaddict.blogspot.com/2013/02/game-85-dungeon-1979....
Not sure if Brian Sawyer is the original designer of this approach though?
1. Different generators for different "environments" -- e.g. cellular automata for more open areas / caves, BSP for rooms, etc
2. Smash them together to create the map, with the different algorithms for different sections (or even applied on top of each other)
3. Add "templates" to have some more intelligently designed areas -- rooms designed by hand, possibly multiple variants for the same location. Use this for special rooms, boss areas, etc. DCSS has tons of these, both for important areas, treasure trove gimmick things and also just for flavor.
4. Change algorithm/template choices per topical area, to make them more distinct. DCSS uses different strategies per branch, giving them each a very distinct feel