Dungeon Generator

About

This project features a randomly generated dungeon that the player navigates using a first-person shooter (FPS) setup. Equipped with a Desert Eagle and dynamite, the player must make their way through the maze-like environment to reach the end of the level. Pickups spawn randomly throughout the dungeon, adding variety and strategy to each run.

The dungeon is generated using a Depth-First Search (DFS) algorithm, which marks cells as visited during the generation process. This ensues the maze is fully connected with no dead ends, creating a seamless and solvable path every time the dungeon is generated.

Project Info

Role: Developer

Team Size: 1

Development Time: 1 week

Tools : Unity, C#, 3DS MAX, substance painter

My Roles

Development - Handled all aspects of development, including scripting, design, and art for the entire project. This involved creating gameplay systems and custom assets from start to finish

Player Controller & UI

Set up the core player controller, including movements, jumping, running and attacking. I developed a physics-based system that allowed for natural character movement. The player uses a custom made First Person Shooter setup, where the camera is synced with the player's orientation—ensuring it always faces the correct direction and consistently follows the player for an immersive gameplay experience. Implemented UI elements to increase player awareness. This includes ammo counters for bullets and dynamites, displaying how many are available and how many remain. Additionally, set up a health bar slider to visually represent the player’s remaining health in real-time

Dungeon Maze Generator

Developed a custom script using the Depth-First Search (DFS) algorithm to procedurally generate a dungeon maze based on the desired number of rooms and floors specified by the player. Integrated a dynamic loot system by placing drop items such as dynamites, bullets, and health packs throughout the dungeon to support exploration and gameplay balance.

Player Aiming Setup

Modified the player Controller to support aiming and shooting using a crosshair system for targeting and implemented a line renderer to visualize the predicted trajectory of th thrown dynamite, giving the player real-time feedback for accurate throws

Pickups & Store System

The game features various pickups including bullet ammo, health, coins, and dynamites, which are randomly generated throughout the dungeon. If pickups are scarce, players can use collected coins to purchase additional resources from the in-game store, adding a strategic layer to resource management and survival.