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Dungeon generation and navigation using constrained random walks and A* in Unity

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sunsided/unity-procedural-dungeons

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Procedural Dungeon Generation

This repo implements and extends upon the ideas presented in the Unity 2D Random Dungeon Generator for a Roguelike Video Game Udemy course.

Features implemented:

  • Cheapo 2D "animations" using tile flipping (looking left and right),
  • Automatic wall placement around floor tiles using a self-deleting spawner object,
  • Rounded corners on top of base sprites using bitmasking techniques for prefab selection,
  • Level generation using
    • Plain random walks ("caverns" mode),
    • Constrained random walks and
    • Random rooms generation ("rooms" and "winding" mode),
  • Random item and enemy placement,
  • Enemy patrols using random walks and player chasing using simplified A* pathfinding.

This project uses David Gervais' graphics tileset from the Angband game released under a CC BY 3.0 license (the graphics, not the game; see here).

A random level in the editor:

Editor view

Game view:

Game view

Generating levels:

Level generation

Pathfinding in effect:

Pathfinding

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Dungeon generation and navigation using constrained random walks and A* in Unity

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