I've always been a fan of roguelike games (as evidenced by the inanity that is Kareltima). I've also always been a fan of artificial life techniques, from Conway's Game of Life1 to Ant Colony Optimisation. In 2002, I was impressed by Peter Henningsen's DungeonMaker. DungeonMaker can make complex random dungeons according to the designer's specifications. They can be as random or as deterministic as you want. The complex, organic look of the generated dungeons comes from the use of Artificial Life techniques: tunnels and walls are built by a-life creatures moving around the map.
In more recent times, Aaron Dalton took over the SourceForce project, modernised the build and produced a library that can finally be incorporated into game projects.
I also set about making a set of Python bindings for this library. My first step was to modernise the build infrastructure even more (it's been a few years since the last DungeonMaker release), and debianise it. You can find it here.
The original DungeonMaker licensing holds for this release. The library is licensed under the GNU Public License. For projects where this is an issue, commercial licenses are available from the original authors.
In the process of building the DungeonMaker Python bindings, I extended the original library to a point where forking a new project with personal customisations and extensions seemed prudent. This project is DungeonSpawn.