2D Dungeon Generation
Inspired by my work in Tools Development, for my final year project I produced a Unity application that can generate 2D dungeon levels consisting of walls and floor, with the intention of measuring the time taken to generate levels per generation method. The one I find most fascinating is Cellular Automata, an algorithm that determines whether a given cell should be alive or dead depending on how many of its neighbour cells are alive. This simple ruleset produces complex results like that seen in Conway's Game of Life, where the cells' states are iterated indefinitely on a timer, producing emergent behaviours imitating basic lifeforms. By setting the iteration count to a low value of around 3-10 it is possible to create cave-like structures, or more maze-like or labyrinthine levels depending on the parameters set.
This is a project I intend on adding to over time. Specifically I would like to explore L-Systems - a type of formal grammar where a given set of characters (representing instructions) is iterated on based on a ruleset - which has been used to generate dungeons, trees, and whole cities.
Check the Github Repo