Why Did I Build This?
"To experiment with procedural generation algorithms and dynamic memory states in Unity, ensuring no two gameplay loops share the same spatial configuration or predictable item placements."
Architecture & Decisions
Developed in C#. The core system relies on a custom procedural generation algorithm that randomizes the placement of trees, structures, and interior assets. It utilizes an internal state-tracking matrix to prevent asset duplication and overlap, coupled with custom trigger mechanisms for gameplay logic and stealth validation.
Key Features
- 01.Procedural environment and spatial prop generation
- 02.Anti-duplication algorithm for dynamic assets
- 03.Custom event triggers and stealth mechanics