
Roguelite · Dungeoncrawler
Escape the Void
Overview
Team · University Project · 4. Semester
Escape the Void is a short technical demonstration of how to induce difficulty through multiple automated systems: Enemy AI and Level Generation.
Together with another student I developed the concept of a small game in which you have to collect soul fragments to awaken a shrine that can take you out of the loop you are currently caught in.
We used a framework I developed in Unity offering combat, ability unlocking and swapping, base enemy functionality and a power progression system similar to that of Dead Cells. We used Visuals that were downloaded from itch.io for actors, and my creations in Pixel FX designer for abilities.
I also provided the Level Generation through the sequential usage of the Random Walk, Binary Partitioning and Flood Filling algorithms.
By tweaking the values of the first two algorithms, you could generate vastly different dungeons with scalable difficulty.
Screenshots