Devlog: Cave/Dungeon Generation

by | Devlog, Featured

Hey all!

This week, I’ve got some cool updates to share on the spline-based cave generation system we’re working on. It is looking very promising and will plan on continuing to expand upon it to add more details once the foundation is complete.

State of Cave/Dungeon Generation

The core of this system revolves around splines, allowing developers to easily draw out custom tunnels and cave paths. What’s a cave system without some cool, winding rooms to explore? We’ve made big strides in connecting rooms to the tunnel system in a modular way. Each room now connects seamlessly to any tunnel, and we’ve set up various room presets that can be randomized for different layouts.

One of the main goals of this system is to allow developers to have procedural generation but still maintain creative control. This week, we’ve integrated more parameters that let you give more freedom for the cave system, like tunnel curvature, room frequency, and how connected everything should be. The system now has a better balance between procedural randomness and deliberate design choice.

What’s Next?

We’re going to continue refining the room generation system and work on integrating more advanced procedural features and details in the coming weeks. We would love to hear your thoughts on how you think the system is going, so don’t be shy to give a shout in Discord!

This devlog is brought to you by our awesome Patreon supporters—become a part of the journey by joining us at Patreon today!

Next week, we will take a first look at the Chat System and Console Management!

With kind regards,


Eric Ruts

Eric Ruts

Eric Ruts

Related Posts

0 Comments

Submit a Comment

Your email address will not be published.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