Procedural Dungeon Development Blog

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...

Devlog 11: Gamification

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...

Devlog 10: Wall Generation

This entry shall focus on wall generation. In order to generate walls, the DungeonCreator class has been updated. Two new GameObject properties, wallVert an...

Devlog 9: Corridor Node

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...

Devlog 8: Corridor Generator Class

This week, the focus shifts to the CorridorGenerator class. While the Binary Space Partitioning (BSP) algorithm divides space into rooms, these rooms need to...

Devlog 5: Project Ideation and Research

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...

Devlog 3: Procedural Animations

The next form of procedural content explored was procedural animations. Procedural animations are a great alternative to traditional animation, when somethi...