# unity-procedural-dungeons **Repository Path**: modi0012/unity-procedural-dungeons ## Basic Information - **Project Name**: unity-procedural-dungeons - **Description**: Dungeon generation and navigation using constrained random walks and A* in Unity - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2020-09-11 - **Last Updated**: 2021-01-24 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Procedural Dungeon Generation This repo implements and extends upon the ideas presented in the [Unity 2D Random Dungeon Generator for a Roguelike Video Game](https://www.udemy.com/course/unity-2d-random-dungeon-generator-for-a-roguelike-video-game/) Udemy course. Features implemented: - Cheapo 2D "animations" using tile flipping (looking left and right), - Automatic wall placement around floor tiles using a self-deleting spawner object, - Rounded corners on top of base sprites using bitmasking techniques for prefab selection, - Level generation using - Plain random walks ("caverns" mode), - Constrained random walks and - Random rooms generation ("rooms" and "winding" mode), - Random item and enemy placement, - Enemy patrols using random walks and player chasing using simplified A* pathfinding. This project uses David Gervais' graphics tileset from the [Angband](https://rephial.org/) game released under a CC BY 3.0 license (the graphics, not the game; see [here](https://angband.readthedocs.io/en/latest/copying.html)). A random level in the editor: ![Editor view](.readme/editor.png) Game view: ![Game view](.readme/game.png) Generating levels: ![Level generation](.readme/levels.webp) Pathfinding in effect: ![Pathfinding](.readme/pathfinding.webp)