Show HN: Walk the Endless Dungeon (the-endless.pages.dev)
Small fun experiment to tinker with "wave function collapse" for infinite, organic feeling, maze generation. Then I wanted a way to have the same generation every time for a given seed, while still being explorable infinitely. So I merge a seed-based priority assignment and zone interface and then resolve the inside of a zone using WFC.
Those places can be walked infinitely with infinite levels up and down.
Probably just me, but it calms my nerves to roam those digital corridors.
2 comments
[ 4.9 ms ] story [ 16.4 ms ] threadThis is a pretty fun base to slowly trickle content into over time. I am not sure how you structure the back end, but I would organize my data so I can easily add more stuff at different rarity levels.
Imagine running around, starting to feel like you have a grasp on how it will all be from now on, and then you round a corner and see a double height room or a room with a stream running through it.
Instant feeling of "how big is this?"
At this point there is no backend. Everything is generated from a single seed. A couple of 3D assets and rules for generation (like indeed rarity levels). There are stairs, corner stairs, and double-height rooms, and I am adding more variety when I feel like it. Also, different environments (like dungeons or backrooms) have different raily rules.