Lucas Fehlberg
Deep In The Dungeon
The original concept for this game was a roguelike where the layout would be preserved, yet randomly generated so it could be infinite, so that speedrunners could memorize layouts and use that to their advantage, although I would later add a mode that caused the generation to be random every time as well. This was my second overall project and the one I consider to be in the most "complete" state, out of my early games.
The first major hurdle in making this game was how to handle procedural generation. I landed on making a "puzzle piece" system, that would place whole rooms and hallways, and any overlaps between ground and walls just became ground. After that, I could make players, enemies, weapons, bosses, etc., each with their own forms of scaling as the player descended.
While it didn't get as far into making the game as I wanted, I still am really proud of what I managed to do despite not knowing much about game development at the time. It was a really good project for getting me into game dev, and was at the time, my most systematically complex project that I had worked on.
This project is also one of the few where I have a web build. If you would like to try the game, it can be played down below!
Controls:
Arrow Keys - Move, Navigate Menus
Z - Attack, Select Menu
X - Interact, Cancel Menu, Delete Item
C - Swap Weapon Mode (On applicable weapons)
A/D - Swap current hotbar slot
S - Reload Weapon (On applicable weapons)
Q - Open Inventory
Tab - Fullscreen Map
ESC - Return to Main Menu
