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01 Mar 2020
This was a brief exploration of procedural dungeon generation for a proposed 2D Gauntlet-inspired game. It builds a random dungeon on-demand, using a system that is similar to TinyKeep but custom-built from first principles to allow for extensible rules regarding room size and shape, number, layout, number of paths and dead-ends, door placement, and more. Included, but not demonstrated visually, is the automatic generation of a 2D navmesh for pathfinding.
This was a brief exploration of procedural dungeon generation for a proposed 2D Gauntlet-inspired game. It builds a random dungeon on-demand, using a system that is similar to TinyKeep but custom-built from first principles to allow for extensible rules regarding room size and shape, number, layout, number of paths and dead-ends, door placement, and more. Included, but not demonstrated visually, is the automatic generation of a 2D navmesh for pathfinding.
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PrimalCoder
2 years
The 2D lighting bugs are a known issue, but simply weren't a priority for this proof-of-concept of dungeon generation. Also not demonstrated is the pathfinding generation, which can be seen in an early form (path smoothing not demonstrated in debug view) in this video: https://youtu.be/tugY-O9yOC0
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The 2D lighting bugs are a known issue, but simply weren't a priority for this proof-of-concept of dungeon generation. Also not demonstrated is the pathfinding generation, which can be seen in an early form (path smoothing not demonstrated in debug view) in this video: https://youtu.be/tugY-O9yOC0
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