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Procedural Dungeon Generator

Studio

Solo Project

Year

2020

Engine

Unity

Location

Burlington, Vermont

This tool will procedurally generate a dungeon-type floor layout commonly used in "dungeon crawler" style games such as Diablo.
The steps of the algorithm are as follows:

  1. Rooms are generated at random sizes in the center.

  2. Using rigid body physics, all the rooms are separated and then positions are cleaned up to the nearest point.

  3. “Main Rooms”, rooms larger than slightly above the average room size, are designated, shown in red.

  4. Each Main Room is connected to its nearest neighbors. (Green Lines)

  5. Unnecessary connections are discarded and the “quickest” path between all the rooms is solved. (Less Green Lines)

  6. Rooms that will have paths between them are designated (Rooms with green lines, 3 more are added here)

  7. Using existing non main rooms, corridors are created between all main rooms according to the green lines in linear paths. Certain pathway pieces are inserted where necessary. (Blue Lines)

  8. Sweeping objects are sent out to ensure corridors/pathways are according to specification and fix anything needed.

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Based on algorithm detailed by adn.

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