Player Influenced Procedural Generation
C# | Unity | Procedural Generation
My 3rd year dissertation was one of my first experiences at learning Unity and some common game dev concepts such as A* pathfinding. I built upon a Unity tutorials method of producing a simple 2d procedural generation algorithm, making the maps bigger and adding a greater variety of enemies depending on aspects of what the player is doing such as health (food), average walls broken per floor and steps taken.