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DUNGEON CITY RUMBLE / BUILD WEEK 1

Choosing one dungeon

Part 1 of a week in Dungeon City: the week began by cutting the game down to a camp and a single generated dungeon.

A round boss lair with flagstone floor and curved stone walls, joined to a smaller room by a short passage.
The first round boss lair from the new planner, November 1.

At the end of October, Dungeon City was spread across a lot of experiments. A Unity camp ran on Windows, and a browser version carried the same camp. A hand-built dungeon room called the Pantry could switch between three looks, and a separate study generated whole floors on its own.

On November 1 I asked for clear direction with fewer side distractions. The game became two places: the illustrated camp and one dungeon, the generated floor. The Unity version went into an archive with everything needed to run it again. The Pantry, its comparison modes, and the painterly and pixel looks were retired, and HD-2D became the only look.

The floor study moved into the game, which exposed its foundation. The generator it came from built everything out of one-cell cubes, so a round room was a staircase of blocks and every corridor ran along the grid. Rather than keep patching it, we wrote a planner that thinks in shapes. Each room's role picks its outline, passages bend around the rooms at any angle, and the stone is clipped to the same smooth edge, so the boss lair finally reads as a circle.

The check was broad: 1,000 generated floors across all five themes, every room reachable and every enemy on legal ground. Everything that came later in the week, from stairs between rooms to the battle redo, was built on this one floor.

View the game project ↗