Next-Gen Dungeon Design

Taking inspiration from recent critically-acclaimed dungeon crawlers such as Hades, we have developed novel algorithms for procedural dungeon generation that create branching possibilities and a huge variety of possible experiences. Our algorithms procedurally generate background art, environment props, enemy locations, enemy traits, shortcut rooms, optional paths, story rooms and miniboss frequency.
Our ‘dungeons’ also don't look like typical dungeons and include bright, colourful outdoors spaces in various climates and atmospheres - the term dungeon is simply to describe the fact that these spaces are contained and full of enemies.
Below is example output from our procedural algorithm -note that each of the blocks in the diagram can represent rooms of any shape or dimension.
Blue: Story Significant, Black: Start, Yellow: Optional, Green: Traps, Red: Normal Combat, White: Boss Room
Last modified 6mo ago