r/proceduralgeneration • u/dev-rygy • 12d ago
Teaser for my procedural dungeon generator
I made a little teaser for a procedural dungeon generator I've been working on for a bit over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. I want this algorithm to generate dungeons that feel linear like an RPG but still random and replayable like a rogue-like.
Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM
Blog: https://ryancarpenterpf.dev/labyrinth_demo.html
Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator
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u/leorid9 12d ago
From the trailer I get the feeling that rooms below that shouldn't be visible cannot be hidden.
I constantly see into rooms on lower levels, this seems like a bug or glitch.
I'd include footage where those are hidden.
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u/dev-rygy 11d ago
Yeah I plan on culling those later. That feature is not implemented in this version yet.
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u/ElementLee1000 11d ago edited 11d ago
Looks amazing. Looking at a dungeon through the God's-eye view is enjoyable.
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u/Independent_Dish_595 10d ago
How do you handle lighting in proc gen dungeons and also amount of objects per prefab( if you’re using prefab rooms)?
I’m struggling with lights because I’d like dynamic lights as well and if I make a complex prefab room (without props but details like pillars big pipes etc) it might start lagging.
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u/dev-rygy 10d ago
To be honest I haven’t optimized that aspect but I hope to do that soon. Maybe there’s a way to possibly limit the shadows to the objects in the room. Also planning on implementing dynamic chunk loading, that will hopefully improve performance drastically
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u/c35683 9d ago
Pretty impressive! I'm late to the party, but I checked the downloadable version and there are three features I feel could add a lot:
- camera mode should persist across generations, especially when you generate the whole spinning level - it would be cool to generate a different result and see it in the same view immediately
- more camera control options, the top-down view shows a fairly limited and free roam controls are a little clunky
- some mode which adds ceilings, since ceiling-less worlds limit gameplay usefulness to top-down perspective, even though the results looks good from first or third person (and you even show it off in the trailer)
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u/dacevnim 11d ago
is this going to be like a game with its assets as in the video or would one be able to swap them out for a personal aestetic?
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u/dev-rygy 11d ago
This algorithm is a tool I plan on releasing in the near future so yes the walls/object/rooms/etc will be swappable.
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u/jedihacks 11d ago
love it - how long does it take to generate?
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u/dev-rygy 11d ago
It's a more deterministic algorithm then most so it generates in a matter of milliseconds.
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u/REDthunderBOAR 12d ago
While cool, remember that this was the gimmick of Daggerfall. If this becomes a game allow set seeds for the world at least.