Dungeon Crawler
In progress
- Game
- WebGL
- Procedural
What it is
A deliberately small roguelike-shaped sketch on the web (WebGL or canvas; implementation detail lives in the case notes). The goal isn’t parity with commercial crawlers. It’s a tight feedback loop on grid logic, visibility, and input while the bundle stays lightweight. A playable Lab route is planned once the portfolio shell is stable (phase 6); this page documents intent and constraints first.
Why I built it
Sometimes the fastest way to learn a system is to implement the boring parts on purpose: tile iteration, FOV-ish rules, and death-simple rendering. This project is that kind of workout.
Problems solved
- Scoped rendering so redraw work stays proportional to player movement, not full-grid clears every frame.
Key features
- Grid movement with simple collision and a hook for future entity systems.
Repository & access
Code may be shared selectively (snippets, screen recordings, or architecture notes) depending on the product stage. Reach out if you need a deeper technical pass.