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PROCEDURAL DUNGEONS

My first project in Godot. It is inspired by Pokémon Mystery Dungeon, a series of roguelike dungeon crawlers that I grew up with. With this project I focused primarily on procedural generation and algorithms.

FEATURES

A simple procedural level generator, which places randomly sized rooms and connects them with corridors.

 

The visualization uses a custom autotiling implementation and allows for tile variations.

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*The tileset is a placeholder from Pokémon Mystery Dungeon - Explorers of Sky.

Unlike the games it is based on, this project features field of view using a shadowcasting algorithm, based on Albert Ford's implementation.

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This field of view can be visualized and is used to update the minimap (top-left), so the player has an overview of the areas they've discovered.

Non-player characters are randomly spawned and roam the dungeon using A* pathfinding. If the player enters their field of view they will be followed instead.

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