Random Dungeon Generation

A prototype being developed as part of a uni project pitch.


 

Generation Demo

This prototype is being developed as part of an AIE project pitch, where the roguelite game calls for a randomly-generated dungeon. I have a number of ideas about how the system can be increased in complexity, but am refraining from getting too deep into the system’s complexity until the project’s pitch has progressed.

Generation Complexity

I have a bunch of ideas in mind to increase the complexity of the generation, including not only a route splitting into two routes, but sub-routes linking those routes together. These are ideas I’ve had in the back of my mind for ages, and it’s exciting to have such a great opportunity to exercise them.

Room Prefab.jpg

Designer-Friendly

While programming this random-generation system, I have been keeping in mind its interface with designers & artists. As such, I have been making a point of the rooms’ sources be designer-friendly, such that each room is a prefab, and its generation data can be inputted into the prefab in a numerical & visual way.