What I’ve Been Working On:
These past few days, my focus has been coding the core of the megadungeon itself. I’ve successfully implemented the first pass of the procedural generation, which is now creating structural layouts for the dungeon. A large part of my time has been spent testing the player controller within these generated levels to get a feel for scale, flow, and navigation. Right now, everything is using basic textures.



On the art side, my collaborator Erica has begun creating the architectural blockout assets, starting with walls. Her focus is on establishing the correct scale and footprint for the pieces before moving into detail.

I also had a humorous bug where a flaw in my stair generation created a dungeon that looked like an Escher painting, with staircases leading nowhere and connecting in impossible ways. It was a good laugh!
Current Status:
The generation system is functional, and the “Escher” bug is fixed. I am currently able to explore basic, connected levels with the player character. Erica is finalizing the scale for the main wall kits.
Next Steps:
My immediate goal for the coming week is to refine the generation to produce more varied and interesting layouts, and adding spawners that I can use to populate the dungeon with artifacts and possibly enemies or traps. For Erica, once the scale is locked in, she will begin modeling the first props that will define the dungeon’s atmosphere, specifically torches and braziers. The next major step will be integrating these first-pass art assets to begin replacing the grey blocks and bringing the dungeon’s “pulp adventure” vibe to life.
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