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However, I feel that the learning goals I had set out for initially have been met, and have learned a great deal about more complicated C# scripting and OOP principles as a whole. Ultimately, though this project has gone from an estimated 14 days to ~2 months, I feel the end product will be a solid execution of concept in a prototype, that has admittedly been more challenging than anticipated to complete.\n\n### Features:\n* Procedurally generated levels using Breadth First Search algorithm\n* Ability to feed the generator a seed\n* Raycast collision/entity detection\n* Runtime configuration menu for the generation algorithm\n\n### Possible Future Improvements:\nSubject to my motivation to continue the project beyond the prototype stage:\n* Improve performance by selectively activating actors based on proximity to the player\n* More content (enemy types, bosses, biomes)\n* Better VFX (particle FX for player feedback)\n* Configurable Controls Menu\n* Gold or some additional score method\n* Difficulty Settings\n\n### Utilizes External Packages:\n* Cinemachine\n* Universal Rendering Pipeline\n* [2D Extras](https://github.com/Unity-Technologies/2d-extras) *(included)*\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fwarmoverdrive%2Frogue_torch","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fwarmoverdrive%2Frogue_torch","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fwarmoverdrive%2Frogue_torch/lists"}