Unless you’re trying to build exactly what a video shows without any modifications, the only advice I can give is that a random dungeon generator, especially a fully procedural one, is extremely advanced, time-consuming, high-level work in game development. Don’t assume you can start with one from a video and simply adapt it to your needs. It’s nowhere near that simple.
This applies to most procedural systems, but dungeon generation in particular draws on theory that extends well beyond gamedev. In practice, we only use a subset of that theory, and it still requires specialized knowledge from several mathematical fields, including random number generation, geometry, and graph theory. To build a generator like this, you need to understand topics such as non-default random number distributions (the default RNG is nowhere near sufficient), methods like the Park–Miller random number generator, geometric techniques like Delaunay triangulation, graph-theory concepts such as Minimum spanning trees, and various graph types and their properties (for example, the Gabriel graph or the Relative neighborhood graph).
All of this is necessary because generating dungeons that are interesting but not trivial, and structured but not maze like, is extremely difficult. Generating non overlapping rooms of varying sizes is only half the work. Connecting them in meaningful ways and creating loops without producing a confusing maze is the other half.
In short, creating a random dungeon generator is a full project on its own, one that will likely take more time than finishing a simple game. I don’t think a video tutorial (or even ten of them) can teach this effectively. So here are your two practical options:
- If you need something quickly, buy an asset or find an existing generator on GitHub that does roughly what you need.
- If you have a couple of months to dedicate to this, study open-source games that implement procedural dungeon generation, read their code, and adapt it to your use case. There are many good examples on GitHub, such as https://github.com/watabou/pixel-dungeon. It’s written in Java, but the technical details are straightforward, if you can read C# you probably can read Java as well, the real complexity lies in the algorithms themselves.
Anything else, like trying to build your own system after a few videos, modifying a system from a tutorial, or trying to study the underlying theory from scratch, is a waste of time. The first two won’t give you enough knowledge to create a system correctly and the second will sink far more time into learning procedural generation than into actually making a game.