Nyctophobia
- Fabio Pereira
- Oct 10, 2021
- 2 min read
Overview
For my assignment, we chose to make a dungeon crawler and we had the restriction of only one resource. we chose light. I had the most experience in using unity and programming, so I helped my team with little things and gave them advice, but my main responsibility was programming the procedural generator for the dungeon.
Final Product
ProcGen Dungeon
Problem
The Delaunay Triangulation algorithm did not work correctly and I couldn’t fix it because at first it was too complicated, and I only found a good tutorial by the end of the project. So instead of making it work correctly, I just kept what I had because it produced the right data for the next algorithm to make the corridors.
Key Takeaways
I’m quite proud of myself for figuring out how to program this generator because it required multiple techniques and algorithms to make, and the blog and wiki pages were very confusing at first as they had formulas and advanced maths which I need to learn to make more advanced algorithms.
I want to continue developing this so that I can have diagonal rooms with varying shapes, like a triangles or cycles, and have multiple floors. also, I want to have lock doors and keys generated into the dungeon. Since I started this game, I have had a curiosity and interest for procedural programming because I find it interesting that I can make something out of maths, data and logic. So I will continue to research and experiment in new projects.
I need to improve in my planning and design skills because by the end of the project our goals and what we wanted to do got clouded and it was hard to continue to develop the game.
Bibliography
Adonaac, A. (2015). Procedural Dungeon Generation Algorithm [Blog]. Retrieved from https://www.gamasutra.com/blogs/AAdonaac/20150903/252889/Procedural_Dungeon_Generation_Algorithm.php
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