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Extended Diploma in Creative

Media Production and Technology


Unit 13 Project Proposal
Candidate Name Shane Byatt

Candidate Number

Pathway Computer Science

Project Title 2D PCG Dungeon

Section 1: I have an interest in PCG as I have researched as part of a prior assignment and have wanted
Rationale to use PCG for a long time now. Additionally, I have practice with Unity and C# so I can work
(approx. 150
words) with technologies I am confident with alongside PCG. Also, I made a 2D dungeon for my final
project in year 1 of the course and I enjoyed it a lot so making a similar project but with PCG
was something I’ve wanted to do for a while as I enjoy games of similar concept such as Enter
The Gungeon (2016) and Spelunky (2020). The year before I had wanted to use PCG but I did
not understand it so I had to settle for just a 2D dungeon crawler that was manually hand-made
so this year with my expanded skill set I want to try using PCG.

Section 2: For this project the concept is a Top Down 2D Dungeon that is generated using Rule-Based
Project Procedural Generation that can then be navigated by the user. There will be a character that
Concept
(approx. 200 walks around the dungeon traversing obstacles, the dungeon will make use of the Rule-Based
words) PCG to ensure that the map is actually traversable by the user so they can explore the
dungeon. As a stretch goal, there is the option to make the dungeon viewer into a game that
has enemies and a player that can then fight inside the generated dungeon, with a planned 3
weapons (shotgun, machine gun, pistol) against 3 different enemy types (brawler, gunner,
bomber). The plan is to use assets curated from the asset store in tiles and tile maps to put
through the PCG to create these dungeons in order to make them look appealing. Furthermore,
as a larger stretch goal structures may be added into the dungeon to add more variety and
further structure these dungeons. If PCG fails, there are fail safes that can be relied on such as
switching to a 2D dungeon game and removing the PCG or only using the PCG to randomize
the screen order rather than generating a screen.

Section 3: The success of this project can be measured through primary research as well as comparing it
Evaluation to the initial MVP (Minimum Viable Product) to see whether I achieved the goals I set out to
(approx. 150
words) achieve. Google forms can be used to make a survey that gathers opinionated data on the
project evaluating specific details such as: Usability, Level Design and Mechanics. Furthermore,
to provide deeper evaluation of the project, it can be compared to other games in the area such
as Enter The Gungeon (2016) and Spelunky 2 (2020) because even though they are very
different in project scale, both these games use procedurally generated dungeons that can be
compared to the final product of the project although it can not be overstated the gap there will
be between my project and these games as there are time constraints placed on my project
unlike the previously listed games.

Proposed
Research
Sources and
Bibliography
(Harvard
Format)
Project Action Plan and Timetable

Week Date Week Beginning Activity / What you are Resources / What you will
intending to do - including need to do it - including
independent study access to workshops

1 26/02/2024 Planning of project - Search engines, Internet +


Methodologies and Computers
techniques

2 4/03/2024 Planning into project - Search engines, Internet +


Personas Functional Computers
Requirements etc

3 11/03/2024 Planning of project - assets, Search engines, Internet +


UML Class Diagrams and Computers
technology approach

4 18/03/2024 Research into how to use PCG Search engines, Internet +


within the context of an 2D Computers
isometric dungeon

5 25/03/2024 PCG Test - Creating a demo Unity, Visual Studio, Computer


scene using PCG

6 1/04/2024 PCG Testing - Creating a Unity, Visual Studio, Computer


scene with paths and
obstacles using PCG

7 8/04/2024 Primary Research/ Playtesting People, Forms (Google Forms)/


(Testing to see whether the Unity
scene plays smoothly and is
intuitive)

8 15/04/2024 PCG Implementation - Unity, Visual Studio, Computer


Creating a room with obstacles
using gathered assets within
PCG

9 22/04/2024 Work Experience Gap Unity, Visual Studio, Computer

10 29/04/2024 PCG Implementation - Unity, Visual Studio, Computer


Creating multiple rooms within
the dungeon using PCG

11 6/05/2024 Primary Research/Playtesting People/ Forms (Google Forms)


(Testing to see whether the Unity
dungeon plays well and the
rooms mesh together/are
cohesive)
12 13/05/2024 Stretch goals/ Patching of the Unity, Visual Studio, Computer
product

13 20/05/2024 Hand-In/Last minute checks Unity, Visual Studio, Computer

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