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    • Rusviet Revolution
    • Iron Harvest
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    • Dungeon Crawler
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    • Bridge Crossing
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Dungeon Crawler

A showcase of the blueprints I made for a game jam game me and my friend made in 2022. 

Basic grid construction

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Creates a basic grid and stores the each of the grid points in an array that will be referenced later.

Level generation

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The logic first goes through the entire grid and creates what I call the "Critical Path" (The red blocks in the generation) This is to ensure the player will always be able to reach the exit.
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More logic of the critical path. It snakes towards the exit, checking each time if it has reached the edge of the maze. And if so, it goes straight to the exit. Going to the right means adding a 1 to the "Current Count", going up means adding "Blocks to Spawn Y".
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The actual logic of spawning the rooms. It is fairly basic with just getting the positions of the grid points, checking to see if that grid point is a critical room or not. If not it spawns a differently colour room randomly. The different splits are there to ensure larger "clusters" of differently coloured rooms.

Final version

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Added some logic to the individual rooms to add walls around the edge of the spaces to create larger rooms.
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  • Projects
    • Operation Eagle
    • Rusviet Revolution
    • Iron Harvest
  • Personal Projects
    • Dungeon Crawler
    • Tower Defence Wave Logic
    • Bridge Crossing
  • About me & Resume
  • Contact