Dungeon Protocol
C# and Godot roguelite with procedural runs, combat systems, enemy AI, and 600+ automated tests
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
- Player & UIInput + state
- Run StateRooms + flow
- Dungeon GraphProcedural
- Combat & AISystems
- ProgressionPersistent
Architecture
Engineering challenges
Corrected premature room-assignment and door-traversal edge cases in generated runs
Stabilized upgrade overlays and enemy cleanup across room-state transitions
Improved projectile reliability, including swept collision behavior
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