Crypt Keeper 5

Crypt Keeper 5, as a title, is a bit of a double reference. Obviously it's a reference to The Crypt Kicker 5, famous for The Monster Mash, but it's also a nod to something one of my teachers at college said. He once told us that if he was ever going to release a game (he was a digital artist not a game developer) he'd name it "game name 2" so that if it ever got famous, everyone would wonder where the first one was. It was a funny little idea, so while looking for a name for a project which was more a dungeon generator demo than a game, and my dad suggested Crypt Keeper 5 after the Crypt Kicker 5, I figured it worked on two levels and stuck with it.

This project was the first of my big "end of year" projects at college. It's 3 months of work where the final product is less important the notes we took along the way. This project was the one which started my brief obsession with writing more and more efficient procedural dungeon generators, and I can still think of ways to improve. This is by far the worst one, but it was also the first one I did, so I can hardly be blamed for that.

Algorithmically, I'm quite pleased with it as it builds out a network of catacombs using tiles. From a gameplay perspective, however, it's pretty weak. With no meaningful differentiation between corridors and rooms, "enemies" and "treasure chests" just sort of scattered about the place. There was no real game design in the entire project, which is where it fell short really.

This being one of my early class projects, I doubt I'll do much with it again, but some of the ideas that were in the original pitch, which went unrealised, will likely pop up in a proper game in the future.