Lucid is a roguelike, top down, combat game charging the player with exploring the possibilities and limitations of lucid
dreaming. You will be charged with journeying through your subconscious in order to make sense of the world. There is more
than meets the eye in this realm as a masked figure seeks your help, and a dark entity pursues you, attempting to torment
Lucid's Design Document
Playable Build Coming Soon
As Procedural Generation Programmer for the game, I was tasked with creating a system that satsfied the following
Generated a map with respect to a seed value which dynamically created areas, with each area either being a small,
medium, or large area.
Aligned each area such that each area were aligned with very other area within it's row and column.
Generated a series of bridges that connected areas with respect to the map's seed value, such that the player was
guarenteed a path to each of the map's areas.
Generated a deterministic set of holes for each area such that upon each instance of generation of the map
guareenteed the same set of holes for each and every area within the map.
Generated a deterministic set of environmental and enemy NPC's for each area such that upon each instance of
generation of the map guareenteed the same set of envrionemntal and enemy NPC's for each and every area within