Computer Games Design

Adventures in Procedural Content Generation - Adam Speers

Computer Games Design

Adventures in Procedural Content Generation - Adam Speers

Procedural Dungeon Generator

This project will seek to employ procedural generation in respect of ‘Drafting Content’ that is, the algorithms developed can be employed by the designer within Unity to create a set of objects. For example creating a dungeon within a level, ready for final polish and adjustment. This is rather than being generated at real time in the finished game.

This project will employ Unity and the C# programming language to develop a series of Procedural Generation Algorithms. These will be used to demonstrate a system that can produce the main components of a level in a 3D dungeon crawler game.

The code will be implemented as a series of components presents in an easy-to-understand and well-structured interface, this will expose to the designer a series of customizable parameters that will allow them to control certain aspects of the procedural generation so that the output can be tailored to meet their needs.

The final product produced for this project will be in the form of a demonstration scene within Unity showcasing the use of the tools created. This will consist of a scene that will procedurally generated dungeon based on the parameters supplied in the controlling scripts. It will contain a series of challenges for the player to overcome. Additionally the Unity project will contain a set of example modular assets, adhering to a set of construction principles, that can serve as a template for creating future variations.