Dean Isseyegh Logo Image
Dean Isseyegh

Rogue Dungeon

A Third Person Action RPG Roguelite with a focus on randomly generating the dungeon, enemies and implementing an extending spell system with the use of Scriptable Objects. Built in Unity/C#.

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Randomly Generated Dungeon

I really enjoy writing algorithms that can endlessly generate content for my games. While there are quite a few algorithms out there for procedural dungeon generation, I decided to give writing one myself a shot to gain a better understanding of the difficulties of writing one.

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Extendable Spell System

Adding content should be quick and easy, so I designed an extendable spell system to allow for the easy creation of a wide range of different spells. Below shows how spells can be customized with either a "Damage over Time" or "Freezing" trait.

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Wave Function Collapse Algorithm

I researched and implemented the Wave Function Collapse algorithm to randomly decorate the floors and walls of the dungeon. While I could have achieved very similar results by using a much more basic algorithm, I used this as a practice opportunity to get familiar with the basics of a popular algorithm.

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Optimized Code via Profiler

Initial dungeon generation was taking a while and slightly laggy. I used the built-in Unity profiler to identify the poorly performing code and managed to reduce dungeon generation from ~3.2 seconds to ~0.9 seconds/

Slow dungeon generation at ~3 seconds

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Fast dungeon generation at ~0.9 seconds

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Optimized Code

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Random Everything

To make the game as replayable as possible, everything in a run is randomized. Enemies, Items and Spells!

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