Devlog 12: Critical Evaluation
The architecture of the dungeon generation system was carefully structured to create a functional and flexible system. The decision to use a Binary Space Par...
The architecture of the dungeon generation system was carefully structured to create a functional and flexible system. The decision to use a Binary Space Par...
This week, work was done to gamify the project. The first step in doing this was implementing a controllable player character, this was done using Unity’s Ch...
This entry shall focus on wall generation. In order to generate walls, the DungeonCreator class has been updated. Two new GameObject properties, wallVert an...
This week’s focus shifted to the final piece in creating a functional dungeon layout, the CorridorNode class. Its primary role is to model the corridors conn...
This week, the focus shifts to the CorridorGenerator class. While the Binary Space Partitioning (BSP) algorithm divides space into rooms, these rooms need to...
This week, work on the creation of rooms was done. The first step in this process was to work on the StructureHelper class. The StructureHelper class provid...
This week explores the setup of key classes that are used to manage the generation process, as well as the implementation of the Binary Space Partitioning (B...
Project Idea The core idea for my project is to create a procedurally generated dungeon system using a Binary Space Partitioning (BSP) algorithm. This metho...
This week, the implementation of PCG in storytelling was explored. Procedural Content Generation (PCG) is widely known for its applications in level design,...
The next form of procedural content explored was procedural animations. Procedural animations are a great alternative to traditional animation, when somethi...
This week, research was conducted on random number generation and noise.
Project Outline