Skip to content

E-Jay Tripoli

A documentation of my work for Year 2 – Studying Games Design and Art at the University of Southampton

Menu
  • Lament
    • Development
      • Procedural Room Generation
        • PRG – Pt 1
        • PRG – Pt 2
        • PRG – Pt 3
        • PRG – Pt 4
        • PRG – Pt 5
      • Dungeon
        • Stalagmites
        • Pitfalls
        • Health Potion
        • Dungeon Bug Fixing
      • Player
        • Player – Pt 1
        • Player – Pt 2
        • Player – Pt 3
        • Player – Pt 4
        • Player – Pt 5
      • UI/HUD
        • Start Menu – Pt 1
        • General UI
        • Skill Tree – Pt 1
        • Skill Tree – Pt 2
        • Skill Tree – Pt 3
        • Skill Tree – Pt 4
        • Skill Tree – Pt 5
        • Skill Tree – Pt 6
      • Enemies
        • Whispers – Pt 1
        • Whispers – Pt 2
        • Wrought – Pt 1
        • Wrought – Pt 2
        • Boss
      • Scenes
        • Tutorial
        • Hub
        • Depression Gate
        • Gateway Scenes
    • Logs
      • Initial Plan
      • Teamwork
        • GitHub
        • Discord
      • Weekly Logs
        • User Analysis
        • Accessibility
        • Testing
        • Marketing
        • Formative Feedback
      • Playtests
        • Playtest 1
        • Playtest 2
        • Playtest 3
      • Showcase Event
      • Post-Project Reflection
    • Research
      • Understanding Learning Outcomes
      • Understanding my role
      • Researching Tools
      • Researching Pipelines
      • GDD Breakdown
      • Researching Procedural Generation
      • Existing Games
  • Arcadia GDD
    • Weekly Logs
      • Week 1 – What is a GDD?
      • Week 2 – Game Worlds
      • Week 3 – Concept Art
      • Week 4 – Character Design
      • Week 5 – Narratives
      • Week 6 – Gameplay and Game Systems
      • Week 7 – Feedback week
      • Week 8 – Audio
    • Research
      • Analysing Existing Games
      • Genre Research
      • Research into Psychological Abuse
      • Character Research/Moodboards
      • Environment/Map Research
      • Researching Medieval Knights
      • Researching Enemies
      • UI Research
    • Ideation & Development
      • Initial Development
        • The Essential Experience
        • Initial Game Ideas
        • Choosing a Game Genre
        • Choosing the Game’s Title
      • Game Play
        • Gameplay Loops
        • Mechanics/Tech
      • Story/Narrative
        • Twine
        • Summary of Narrative and Story
      • Game Art
    • GDD
      • Game Overview
      • Game’s Vision
        • Game Pillars
        • Project Focuses
      • Gameplay
        • Mechanics
        • Skills
        • Enemy Behaviour
      • Story & Narrative
        • Twine Prototype
        • Story
        • Narrative
      • Character & NPC Profiles
      • Map/ Level Design
      • UI & HUD
        • Creating the logo
      • Prototype/ Proof of Concept
      • Sound
      • Target Audience
      • Controls & Platform Specs
Menu

Procedural Room Generation

Posted on February 28, 2025March 1, 2025 by et4g23

A key aspect of Lament, as a roguelite game, is the procedural room generation; it is what allows the game to be replayed over and over again while feeling fresh and interesting. This page will be a documentation of my development of the procedural room generation in Lament.

What is Procedural Room Generation?

In a roguelite game where you’re exploring different rooms within a ‘dungeon’, each time you play, the layout of those rooms is different. Instead of a designer creating the layout of the dungeon manually, the game uses a set of rules or instructions (an algorithm) to build the dungeon for you. These rules decide things like what room comes after the other, what the interior of the room looks like and even where the boss is located.

The idea is to make the game world feel fresh and unique each time you play it. So, instead of always seeing the exact same layout of rooms, procedural generation ensures that each playthrough feels like a new adventure. Games that use procedural generation often offer nearly endless variety because of how the rooms or levels are created on the fly.

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

©2025 E-Jay Tripoli | Built using WordPress and Responsive Blogily theme by Superb