Roguelike Prototype
🔴This project is in progress, updates will be posted here as they are implemented
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🔴This project is in progress, updates will be posted here as they are implemented
The purpose of this prototype is deepening my understanding of the fundamentals of roguelike design (combat, enemies, boss design, etc.), as well as finding out whether the idea of modifying the environment on runs is a concept worth exploring further. Does it lead to a unique form of agency for players while creating a build or is it something that acts as more of a detriment to players?
During gameplay, players can pick up items that enhance their weapons, movement, abilities and also their environment. Because the environments are procedurally generated, there needed to be some method of controlling the output of the dungeons based on what the players choose.
As this was my first experience making a procedurally generated dungeon system, I wanted to make sure that it included all of the systems that I thought it would need. I created different profiles for the algorithms to use to create dungeons based on outside parameters and made sure that rooms looked natural and traversable.
Creating games often involves creating tools and visualizations to help yourself and others work. One visualization I worked on recently was an algorithm that analyzes the space created in the dungeon and categorizes them into types of areas. These area types can dictate where objects and enemies are placed on each floor of the game.
I keep my documents up to date with my development processes and lay out my ideas in as clear and succinct ways that I can, using visuals along with descriptions to make sure that my concepts are well communicated.