PARADIGM

PROCEDURAL DUNGEON GENERATION

A technical project on procedural dungeon generation using a
modular architecture to support scalability for future content development.

A technical project on procedural dungeon generation using a modular architecture to support scalability for future content development.

A technical project on procedural dungeon generation using a modular architecture to support scalability for future content development.

ROLES

SOLO PROJECT

PROJECT INFORMATION

Genre: Procedural Generation, PCG

Team: Solo

Duration: 3 months

Engine: Unity

Platform: Windows

Tools: Unity

FEATURES

This technical project is a prototype for procedurally generating a dungeon using a modular architecture based on specified parameters and constraints. It can be easily expanded upon with additional rulesets.

• Construct the dungeon generator using a simple recursive algorithm
• Design the dungeon generator to allow for flexibility of varying sizes and complexity
• Design the dungeon algorithm to allow for fixed and non-fixed step generation
• Design the dungeon manager to allow for scalability in terms of additional modules and rulesets
• Implement tools such as the dungeon pathfinder to help with the balancing and development process
• Post vision to implement JSON for save and load of generated layouts and structure
• Post vision to implement modular textures for dungeon theme selection

DESIGN PROCESS

MODULAR ARCHITECTURE

MODULAR ARCHITECTURE

MODULAR ARCHITECTURE

Using a modular approach to construct the dungeon, the system allows for a vast range of possibilities in terms of dungeon layouts, room types, and encounter setups. New modules can be easily added to the system, increasing the variety of the dungeon and allowing the game to scale up with minimal additional development effort.

TECHNICAL EFFICIENCY

RECURSIVE ALGORITHM

RECURSIVE ALGORITHM

RECURSIVE ALGORITHM

The dungeon generation is achieved using a basic recursive algorithm, providing a high degree of flexibility and control in the dungeon’s layout and structure. A doubly linked list is integrated into the algorithm to keep track of generation data, such as the count of each room type and distance of each room from the starting or objective point, allowing for further manipulation of data for future design purposes.

HAVE A PROJECT IN MIND?

LET'S MAKE IT HAPPEN!

Let me know if you'd like to work together!

HAVE A PROJECT IN MIND?

LET'S MAKE IT HAPPEN!

Let me know if you'd like to work together!

HAVE A PROJECT IN MIND?

LET'S MAKE IT HAPPEN!

Let me know if you'd like to work together!

© Hughes Yip 2023

© Hughes Yip 2023

© Hughes Yip 2023