Dungeon prototype
September 7, 2022

How to play

MOUSE CLICKS (or touch)
Move around: click in the middle to walk forward and on the sides to turn
Walk around
Walk forward/backward
Strafe left/right
Turn left/right
Open menu


This is not an actual game, but a proof-of-concept prototype that implements a retro/modern “Dungeon Master” engine:

  • True 2D engine: no 3D involved here, it’s all fake.
  • Fake texture details: all wall angles and 3D details on them are generated on startup, making the process of creating art for such engine quite fast (you only need a wall texture and its height map)
  • Smooth movements: using various motion design tricks, the movements should be smooth and understandable for an external spectator.


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  1. Matt:

    That's an amazing job! I am very curious to see the next step of the prototype.

    I wonder how atlas textures are manipulated to generate the bump effect?

    December 24, 2023 at 02:34
  2. AtomeCrochu:

    Salut M.Bénard !

    Je repasse voir votre travail deux semaines plus tard. C'est vraiment très impressionant, plantes et lucioles donnent énormément de vie. Qu'une source lumineuse soit projetée sur le plafond et le sol a un impact énorme sur le ressenti de profondeur. Quelques torches murales simples avec le même effet ou des filets d'eau ou de gouttes tombant du plafond ça serviraient encore à l'immersion.
    Pouvez-vous cacher un mur avec un message dans le donjon ? Que nous ayons quelque chose à chercher tout en essayant votre moteur.
    Bien à vous.


    September 21, 2022 at 13:25
  3. MKozak:

    Wonderful JOB!

    September 20, 2022 at 19:36
  4. marcuz:

    Sorry for the formatting in my previous post, it gost lost somehow

    September 10, 2022 at 23:13
  5. marcuz:

    – The rendering is very cool!
    I really like how convincing is the 3D look of the walls (height map bumping works beautifully).
    – distance shadowing is perfect to me.
    – The ability to slightly rotate around the camera is great, but if the extent is only that, I don't see much use to it.
    I'm not saying that it should have use: really looking some degrees out could potentially be detrimental to ease of play, like confusing the gameplay during hectic combat, if that's real time. So even as eye candy is great.
    I'm saying the above, only because I remember not to like how look around was implemented in Grimrock, where to me was both useless and confusing.
    my point is that having it keyed to the mouse pointer by default it feels very natural, and freeing.
    – The only two negative things I have to say is that there's an annoying lag in quick movement, and that some key presses, when I try to move fast are not registered: both things probably are affected from this being a browser game?
    – I hope that eventually you would develop it into a game, great job!

    September 10, 2022 at 23:11
  6. AtomeCrochu:

    Bonjour M.Bénard,

    Ce code est fluide et fonctionnel, un mouvement automatique par maintien serait plus confortable (disons par intervalle de 0.5s).

    Par curiosité, est-il possible de rendre le damier hexagonal ?
    Cela rafraîchirait un peu le concept tout en rendant la structure du donjon plus intéressante.

    Bien cordialement


    September 7, 2022 at 14:43
    • Sébastien Bénard:

      Bonne idée ! Il faudrait en effet que je mette les contrôles en file d'attente de manière plus intelligente qu'actuellement. C'est possible pour des hexagones, même si les atlas de textures générés risqueraient alors d'être très très conséquents. De plus, il est probablement que le cerveau ait du mal à se localiser dans l'espace avec une grille hexagone en FPS.

      September 7, 2022 at 16:18