Day 1: Dungeons a go-go

It’s 1:18am, so I’ve clocked up nearly 5 hours today. I doubt I’ll manage a long session like that again during the week though, so I need to budget my time carefully. This evening I’ve made the dungeon generator:

The rooms place beautifully but the corridors are nasty because it was getting late. I’m just joining each room to the next in the list with an L-shaped corridor, which ensures a navigable dungeon, but leads to lots of long corridors slicing up the central area. May revisit that towards the end of the week, so the rooms link to their nearest neighbour, but for now I have something to work with. It’s assembled from tiles in Unity, so I can easily upgrade the graphics and add more variation.

Tomorrow…the game loop, so I can move a character around. Because Unity is geared towards realtime gameplay, it might actually be easier to do that than a turn-based system. Think I’ll sleep on it and decide tomorrow.

5 thoughts on “Day 1: Dungeons a go-go”

  1. Looks great! ๐Ÿ™‚

    Here’s a trick: try to join each room to the next in the list with an L-shaped corridor, but terminate at the first floor cell the algorithm runs into outside the starting room (whether it’s part of a passage or another room). That way the dungeon is always connected, and you don’t have to worry about passages slicing up the map.

  2. Nice to see another challenger using 3d. Pity I probably cannot test your game once complete since Unity doesn’t run on Linux ๐Ÿ™ Good luck anyway.

  3. Sorry about that…one of my main reasons for participating is to get some practice in with Unity. They support every other platform under the sun though, so hopefully they’ll add Linux at some point…

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