I'm working on a game that I want dungeon generating in, but I plan on having ranged weapons in it, so I want it a bit more open. I'd like to avoid corridors and I don't want to use a grid of custom rooms.
I don't want to use perlin noise and make it like random blotches, so that's not an option.
All I need is a summary of how the ideal algorithm for this works.
It doesn't need to be so rounded. The point is that there aren't really corridors.
I'm also fine with a modular approach where the areas are hand made as long as it's still not on a grid. The issue is that if it's not on a grid, the areas are normally connected by corridors.
EDIT2: I made this a while ago, which works when it comes to shape, but it works with a modular system and it looks like this because I intentionally put rooms on top of other rooms. This causes problems if I start decorating the rooms and filling them with interesting stuff.