SMU Guildhall Graduate Catalog Fall 2016 — Cohort 24 | Page 30

Tyler George Software Development « Combining 3D Dungeon Generation, Feature and Entity Placement, and Objective Generation to Create Interesting Dungeons The goal of this project is to use three- that work well in 2D would not produce tailored entity placement, and objective space. dimensional dungeon generation, generation in a third-person, fantasy combat, dungeon exploration game demo With this knowledge I created a custom It features a fully functional combat connects rooms to each other one at a to show mastery over game development. system, multiple enemy types with various Artificial Intelligence behaviors, randomized treasure, and a complex dungeon generation algorithm that uses light sources to guide the player. I chose this project because I wanted to learn more about procedural content generation and explore a procedural generation algorithm that is affected heavily by designers. When researching proven dungeon generation algorithms, I quickly found that multiple algorithms 30 navigable spaces when brought into a 3D SOFTWARE DEVELOPMENT dungeon generation algorithm that time until certain criteria are met. Then it uses a grid-based A* algorithm to connect lingering open doorways between various rooms. Doing this earned me some insight into why various 2D dungeon generation algorithms were not adapted to a 3D space and helped me learn how to see problems with various generation techniques before completing their full implementation.