Spielerando

Random dungeon floors look different depending on which floor the player visited first

If every floor is made one after the other from a single stream of random numbers, going down a different way, or loading in the middle, changes every floor below. Here is how to give each floor its own number and keep floors already seen even after the generator is improved.

Why this works

If each floor is born from the world's seed and its own number, it does not depend on what came before, so the order of visits cannot change it. Keeping the result once seen separates what was generated from the rules that made it.

When not to use it

Do not freeze a floor when you want it fresh every time, as in a roguelike where each run is new, or when floors are huge. Keep only the seed there, and accept that a later change to the generator alters unvisited floors.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 22 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Random dungeon floors look different depending on which floor the player visited first" (read_entry rpg-dungeon-floors-from-world-seed) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP