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In active developmentFlagship project

Dungeon Protocol

C# and Godot roguelite with procedural runs, combat systems, enemy AI, and 600+ automated tests

C#Godot 4.7.NET 8Procedural GenerationGame AIAutomated Testing
600+
Automated Tests
23+
Loot Items
15+
Upgrade Choices
Multi-phase
Boss Design

Project overview

Dungeon Protocol is an active Godot 4.7 and .NET 8 project built around procedural dungeon runs. The current single-player build connects combat, enemy AI, loot, upgrades, persistence, and UI state in a tested run loop. Multiplayer and expanded content remain roadmap work.

The problem

A replayable action roguelite has to keep dungeon topology, run state, combat, AI, loot, UI, and persistent progression coherent while each system changes independently.

The approach

Built connected C# systems with explicit room and run state, reusable combat behavior, persistent profile data, and automated validation around failure-prone scene and frame boundaries.

Implemented systems

  • Procedural dungeon graph, randomized room progression, doors, minimap, room state, and combat-room flow
  • Movement, melee combat, dodging, Shield Bash, weapons, projectiles, swept collision, telegraphs, and damage handling
  • Vanguard and Ranger classes with a redesigned class-selection interface
  • Skeleton, Archer, Slime, Lesser Slime, Charger, and the multi-phase Iron Warden boss
  • AI behaviors including strafing, leading shots, kiting, flanking, commitment logic, defensive behavior, and fakeouts
  • XP, leveling, upgrades, equipment, inventory, loot, recipes, currency, statistics, and permanent progression
  • Validation through dotnet builds, Godot headless imports, gameplay/system tests, and smoke tests

System flow

A simplified view of the major system boundaries
  1. Player & UI
    Input + state
  2. Run State
    Rooms + flow
  3. Dungeon Graph
    Procedural
  4. Combat & AI
    Systems
  5. Progression
    Persistent

Architecture

01.Presentation: menus, settings, profiles, hub, class selection, HUD, pause, victory, and defeat
02.Run state: procedural dungeon graph, room assignment, doors, minimap, and combat-room progression
03.Gameplay: classes, weapons, projectiles, collision, telegraphs, damage, and upgrades
04.AI: reusable enemy behaviors plus a multi-phase Iron Warden boss state machine
05.Progression: XP, equipment, inventory, loot, recipes, currency, statistics, and permanent upgrades
06.Validation: dotnet build, headless import, automated gameplay/system tests, and smoke tests

Engineering challenges

1

Corrected premature room-assignment and door-traversal edge cases in generated runs

2

Stabilized upgrade overlays and enemy cleanup across room-state transitions

3

Improved projectile reliability, including swept collision behavior

4

Resolved telegraph ownership and cross-frame ObjectDisposedException failures

Current state

  • A connected run loop spans profile selection, hub preparation, generated rooms, combat, upgrades, and victory or defeat
  • Multiple enemy archetypes and the Iron Warden provide distinct movement, targeting, telegraph, and phase behavior
  • More than 600 automated tests protect gameplay and system behavior as the project grows

Roadmap - not yet implemented

1-4 player multiplayerAdditional dungeons, bosses, and classesExpanded crafting, codex, bestiary, and item discoveryDifficulty tiers, broader dungeon progression, and a Steam release goal

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