Roguelike Project – Procedural Generation and Enemy AI (WIP)
Objective
The main objective of this project is to develop the challenging component of a Roguelike-type game, focusing on the implementation of artificial intelligence algorithms and procedural map generation, without the intention of creating a final commercial product.
The focus is on game logic, discarding elements such as sound, tutorials, or advanced user experience, in order to prioritize technical development.
Currently, this section is under construction. More information can be found in my published Bachelor’s Thesis (TFG) at:
[http://repositorio.unican.es:8080/xmlui/handle/10902/33844]
Main Mechanics
- Room-based combat: the player must defeat all enemies to advance.
- Attribute-based AI:
- Tank enemies advance on the front line.
- Fragile, long-range enemies remain in the backline.
- Scoring system:
- Evaluates player performance.
- Reflects the level of intelligence and coordination of the enemies.
Procedural Map Generation
The map is generated procedurally, combining rooms and corridors, which directly influences combat strategy.
Features:
- Square grid structure.
- Randomly generated rooms within slots.
- Logical connection through corridors.
- Walkable tiles and non-walkable walls.
- A wide variety of possible configurations in each playthrough.
Below is a visual example of the generated map:

Developer Mode
A developer mode was implemented to facilitate debugging of the AI and mechanics:
- Pause and resume the game.
- Free camera control.
- Dynamic zoom.
- Precise placement of entities.
This system allowed faster development and debugging of complex behaviors.
Technology Used
- Engine: Unity
- Language: C#
- Paradigm: Object-oriented programming
- Development of internal tools
