As part of my ongoing Master's research and indie game development journey, I'm building a real-time procedural dungeon system tailored for a top-down Rogue-Lite Shooter. The game blends sci-fi and western aesthetics on an Earth-like planet, where lawless outposts, mutated creatures, and corporate oppression meet gritty headhunters, all fighting for survival and profit.
Project Objective
This project is structured in two main pillars:
1. Designing a modular rulebook that defines the logic for procedural level generation.
2. Creating a reusable level asset library, enabling efficient assembly of rich, dynamic environments.
Technical Foundation
The dungeon system is implemented in Unreal Engine 5.4 using C++, based on a custom maze-generation algorithm with Hunt-and-Kill logic. It operates on a 6x6 grid, with each module spanning 80x80 meters, offering substantial freedom to shape exploration spaces beyond the typical "room-to-room" layout. This approach enables more organic layouts, unexpected player paths, and replayable depth.
Visual Development
Environment creation merges technical systems with artistic direction. For each grid module:
- I apply vertex painting to blend texture sets fluidly.
- I utilize Unreal’s PCG system for foliage and prop scattering.
- I manually define Points of Interest to ensure consistent narrative beats and gameplay flow.
Asset Creation
The asset pipeline is evolving steadily:
- A Hard Surface Asset Library has been completed, focusing on modular concrete / wood / cable / pipes etc. elements with wear-and-tear detail.
- I'm currently working on a Foliage Library to contrast the structures with overgrowth, debris, and natural storytelling elements.
This is a Work in Progress, and the visuals in this post reflect the current development stage. I’ll be sharing monthly updates, including progress on the asset libraries, visual refinements, and system design.
Thanks for following the journey! Your feedback is always welcome.