• entire floor size and its variance
• % chances for different room types/sizes
• wildcards for variety
It spawns normal rooms & corridors between them -already flexible enough to test tons of dungeon “feels.”
• entire floor size and its variance
• % chances for different room types/sizes
• wildcards for variety
It spawns normal rooms & corridors between them -already flexible enough to test tons of dungeon “feels.”
Levels are built from grids for procedural generation, but once you’re in control of squad member, the movement is free-form. Stamina-based movement adds freedom & flexibility on top of turn-based actions.
Levels are built from grids for procedural generation, but once you’re in control of squad member, the movement is free-form. Stamina-based movement adds freedom & flexibility on top of turn-based actions.
Agile characters might reach tricky platforms, while slower classes (like wizards) may struggle. Not every corridor will have pits – this level is just for testing.
Agile characters might reach tricky platforms, while slower classes (like wizards) may struggle. Not every corridor will have pits – this level is just for testing.
This way procedural generation can use smaller, more varied wall pieces – while keeping the faithful PS1-era dungeon look.
This way procedural generation can use smaller, more varied wall pieces – while keeping the faithful PS1-era dungeon look.
📏 Level dimensions & walls
🕹️ Camera interaction with the level
🌌 Ceiling style (PS1-style background or black space)
The goal: nail down the dungeon movement/space before adding squad systems, interactions & procedural generation.
📏 Level dimensions & walls
🕹️ Camera interaction with the level
🌌 Ceiling style (PS1-style background or black space)
The goal: nail down the dungeon movement/space before adding squad systems, interactions & procedural generation.
This is still early, but already fun to test! ⚔️
This is still early, but already fun to test! ⚔️
After a few hours of tinkering, I landed on an orbital camera setup that feels right for the scheme - close to what I want for the final dungeon dives when controlling a single character's turn.
After a few hours of tinkering, I landed on an orbital camera setup that feels right for the scheme - close to what I want for the final dungeon dives when controlling a single character's turn.
🕹️ Controls
🎥 Camera behavior
🏰 Level design choices
🕹️ Controls
🎥 Camera behavior
🏰 Level design choices
I’m excited to share my progress - and I look forward to sharing this adventure with you!✨
I’m excited to share my progress - and I look forward to sharing this adventure with you!✨
In the meantime, I’ll share:
✅ Prototypes & experiments
✅ Dev challenges & solutions
✅ Bits of story & world flavor
In the meantime, I’ll share:
✅ Prototypes & experiments
✅ Dev challenges & solutions
✅ Bits of story & world flavor
My background: (mostly hobby, a bit pro, some overlap)
🎨5yrs~ level design & art direction
🎲5yrs~ game design
📖7yrs~ story & scenario
🎵15yrs~ audio
Unity, code & 3D asset production are new for me - this will be a journey!
My background: (mostly hobby, a bit pro, some overlap)
🎨5yrs~ level design & art direction
🎲5yrs~ game design
📖7yrs~ story & scenario
🎵15yrs~ audio
Unity, code & 3D asset production are new for me - this will be a journey!
I’ll be sharing progress on:
🕹️ Gameplay systems & design
🎨 Visual + audio direction
🏰 Town & world-building ideas
⚔️ Dev challenges & Tool Workflow
I’ll be sharing progress on:
🕹️ Gameplay systems & design
🎨 Visual + audio direction
🏰 Town & world-building ideas
⚔️ Dev challenges & Tool Workflow