Fury Pit Development Cutting Room
Here is a library of screenshots detailing glitches, oversights and just some interesting things I’ve made/caught during the development of Fury Pit.
During development, especially for randomly generated structures like the level, sometimes the generation works perfectly, so you don’t look for anything. However once you start running the simulation longer, glitches and quirks start to pop up, things you can’t anticipate.
Eventually I ended up with a huge folder of screenshots!
The Stair to nowhere
Here is a stair (the dark sloping model) that descends into a wall. I had to fix this so that stairs can only generate if they have a landing space.
Stairs into other stairs
Here is a stair landing into another stair on the same level.
Stairs leading to stairs
At this stage of the dungeon generation, stairs could generate into other stairs, without landing blocks. If the player was running around the level, this series of stairs would be awkward to traverse.
A stair off the edge of the world
Here is a stair that was generated at the end of the floor…which leads to nothing!
Stairs leading to the ceiling
The circled area in red is highlighting a stair going right into the ceiling! This looks terrible and plays terrible. You can see the pathfinding nodes in yellow here for the first time.
Floating Rocks
You can see a floating rock. This happened when I introduced level details. These rocks are supposed to be on the floor, but this was floating in air! I screenshotted this rare error. I wasn’t able to fix this for some time, and I didn’t really know what the culprit was.
Floating pathfinding node
A glitch where a pathfinding node was generated floating in the air! This wasn’t such a bad glitch since the pathfinding algorithm could still handle it, but this was unpredictable and unsightly. I was able to correct this much later in development with a brute force “check if node is floating and correct” fix!
Bridge Marking
The first pass of the bridge generation pass of dungeon generation. Green squares meant these were starts and ends of bridges, and Xs marked here meant where bridges should terminate and never generate at all.
Bridge crosspiece
Here are two bridges meeting and generating a cross piece! The bridge terminated at the stair….more to fix later.
An pathfinding node that is an orphan
Here a pathfinding node is orphaned! It means it has no neighbors to link to, which is bad for the pathfinding system I had in mind. I had to make sure every node has at least one neighbor to link to.
AI enemy team
This is a very arcane looking screenshot, but its highlighting an issue I had with the beginning stages of AI. The AI has an enemy team thats -2999 which is obviously wrong. This was an undefined memory oversight!

How big can I generate?
I was playing around with how big I could generate a dungeon….this was about 100×100.
