My interest in randomly generated games began with a game called ‘The Binding of Isaac’. Although the game has an odd premise, it’s execution and gameplay really stood out in it’s roguelike genre. The gameplay overall is quite simplistic but with it’s randomly generated levels, item pool, enemies and bosses, each time you play the game you will have a unique experience.
This inspired me to create one of my first projects in my university career – a randomly generated arcade dungeon crawler for the gameboy advance. If it were up to me, I wouldn’t be programming for the GBA, but unfortunately that’s what we had to do for the module.
This was a first year project – I had not had much experience with programming at this point and the GBA isn’t a particularly powerful device for which we did not have access to many resources when it came to developing. The game I created was very simple, an infinite dungeon crawler where you shoot skeletons in randomly generated rooms. The algorithm for procedural room generation is extremely simplistic and buggy but hey, it works. Most of the time.
Here are some screenshots of the game:
The room generation works by drawing a few squares directly next to each other, and surrounding them with the walls. Very simple, but at least every time you played the game it would lead to a different set of rooms.