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Doggo Quest

Unity Game, Endless Terrain Generation
Level Design, Programming
November 2020
Co-created with Laura Littleton
Featuring "Dark Alley" by Heatley Bros

Doggo Quest is an infinite runner/platformer that sends the player on a journey through a post-apocalyptic landscape in an epic quest to rescue the many adorable dogs that have been left to roam the wasteland. As the player makes their way through the level, the number of dogs that follow them on their perilous journey increases, with the endlessly generating terrain allowing skilled players to accumulate truly absurd numbers of dogs.

Doggo Quest was started with the goal of expanding my knowledge in a few key areas of programming and game design in Unity, mainly procedural terrain generation and character movement. The game generates terrain by randomly selecting from a group of pre-made level "segments" which I designed to fit into each other regardless of their order or position in the sequence. This random element keeps the game interesting and novel for the player, (every run-through of the game is different), while also allowing for interesting level design that would be difficult without the creation of these pre-made segments.

This random terrain generation script keeps track of the player's position, waiting for them to reach a certain distance on each section of the level. Upon reaching this area, the code sorts through an array of prefabs, each of which represented a different sequence of platforms/obstacles. This system made creating additional prefabs to add to the list of possible platform combinations easy and sets the game up to be expanded upon in the future.

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