Procedural Dungeon Generator (Star-Wars Themed)
Overview
Context
This project was a solo developed uiversity assigment , in which we were given 8 weeks to develop a text based game in pure C++, it was encouraged to go above & beyond what was taught in lesson.
Dungeon Shop | Re-stock on power ups and Weapons | Start of game purchase first set
The core focus for me was writing a complete game-style system in modern C++ using clean structure and safe memory management — including polymorphic item systems, enemy inheritance, wave generation, and strong input validation so the game never breaks on bad user input.
Key features:
- Grid-based dungeon navigation (visual dot-grid with player + goal)
- Random enemy positions (unique placements, never overlapping each other or key tiles)
- Wave combat (enemy types are randomised each encounter, so no wave feels identical)
- Coins + Shop + Inventory (weapons + power-ups with slot limits and refunds)
- Robust verification checks (trim/validate input, enforce inventory rules, prevent invalid states)
- Replayable Loop: navigate grid -> random enemy encounters -> survive randomised combat waves -> spend coins in a shop + inventory system -> continues until goal/exit is reached


