Dodungeoning is a personal experiment / demo made in Unity. For this project I took the concept of turn based dungeon crawlers and added a little procedural generated twist to it, instead of having a grid based map the map is made out of voronoi partitions.
I’ve taken a traditional approach where the map is made out of rooms and hallways then applied the voronoi partitioning to the floor and walls. I’ve then tweaked it to ensure that the dungeon is “sensibly” generated (no excessively long hallways or huge rooms) and ensured that the walls would always leave at least one cell for the player to move in between.
To generate the voronoi partitions, I’ve somewhat modified existing algorithms. This allows me to generate walls and guarantee there’s no gaps in them as well as store the connection between tiles for more efficient path finding.
As mentioned, this is a more of a tech demo thus there isn’t any real game play yet other than finding the exit and wandering trough endless floors of placeholder models and vibrantly colored tiles.