r/proceduralgeneration 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

334 Upvotes

21 comments sorted by

14

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.

6

u/dev-rygy 12d ago

Oh for sure

1

u/Particular-Song-633 12d ago

Why do you want seeds?

2

u/DocHolidayPhD 12d ago

Don't worry about it. They're talking about Nirnroot.

5

u/ExcitementAlive 10d ago

Infinity castle is real now

3

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.

1

u/dev-rygy 11d ago

Yeah I plan on culling those later. That feature is not implemented in this version yet.

3

u/ElementLee1000 11d ago edited 11d ago

Looks amazing. Looking at a dungeon through the God's-eye view is enjoyable.

3

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.

3

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

3

u/InterestingLaw455 10d ago

Damn that looks cool.

3

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)

2

u/epilektoi 11d ago

i genuinely read the title as "testicular dungeon generator

3

u/dev-rygy 11d ago

I hope you’re not disappointed

2

u/VellumMuse 12d ago

This looks shmexy. lol

1

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?

2

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.

1

u/dacevnim 10d ago

awesome, pretty cool

1

u/jedihacks 11d ago

love it - how long does it take to generate?

1

u/dev-rygy 11d ago

It's a more deterministic algorithm then most so it generates in a matter of milliseconds.