I'm currently in the process of designing and implementing the procedural generation process for an underground, cavernous environment.
Existing games that inspired my design direction typically use a square grid when dealing with level generation. However, given that the game is set underground, I wanted to give it a more organic, cavernous feel by avoiding the use of right-angles in the map.
Instead, this project will be using a hexagonal coordinate system. The grid will be a tesselation of regular hexagons with 120° interior angles. This allows for more variety in hallway/corridor directions, giving the level a less uniform feel.
At the same time, this design choice will increase the complexity of any algorithms required for map generation as the number of neighbours for each cell is now 6 instead of the standard 4.
Constraints