Gabriel Diniz
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Featured Project: Too Deep To Dig

Unity C# Procedural Generation RPG Solo Project
Play on itch.io Google Play Store

Project Overview

Too Deep To Dig is a comprehensive solo project that demonstrates my ability to design and implement complex game systems. This top-down RPG represents the culmination of my game development skills, combining procedural generation, quest systems, combat mechanics, and more into a cohesive gaming experience.

Key Features

Procedural Generation

Dynamically created dungeons that provide unique gameplay experiences each time. The algorithm ensures balanced level design with appropriate challenge progression.

Quest System

Branching narrative structure with multiple objectives and outcomes. Players can make choices that affect the game world and unlock different storylines.

Combat System

Real-time combat with various enemy types and attack patterns. Players must use strategy and timing to overcome increasingly difficult challenges.

Merchant System

Economy simulation with buying, selling, and item rarity. The dynamic pricing system responds to player actions and game progression.

Spell-Casting System

Diverse magical abilities with different effects and applications. Players can discover and master spells that transform gameplay possibilities.

Development Process

Too Deep To Dig was developed over a period of eight months as a solo project. I was responsible for all aspects of development, including:

  • Game design and systems architecture
  • Programming all gameplay mechanics
  • Creating procedural generation algorithms
  • Implementing UI/UX design
  • Testing and optimization for multiple platforms

The project presented several technical challenges, particularly in balancing the procedural generation to create levels that were both interesting and playable. I developed a custom algorithm that ensures each generated dungeon has an appropriate difficulty curve and maintains player engagement.

Technical Implementation

The game was built using Unity and C#, with custom procedural generation algorithms. Key technical achievements include:

  • Efficient room-based procedural generation system
  • State-driven AI for enemy behaviors
  • Modular combat system allowing for easy addition of new weapons and abilities
  • Optimized performance for mobile platforms
  • Save/load system with persistent world state

Lessons Learned

This project taught me valuable lessons about game development, including:

  • The importance of iterative design and frequent playtesting
  • Techniques for optimizing performance on resource-constrained platforms
  • Balancing complexity with accessibility in game mechanics
  • Project management for solo development

Screenshots

Too Deep To Dig - Gameplay Too Deep To Dig - Combat Too Deep To Dig - Inventory Too Deep To Dig - Spell Casting
GitHub GitLab Itch.io YouTube

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