Roguelike worlds build their floors with a procedural-generation algorithm. The compiler reads your world prompt, picks the algorithm that fits, and pins it to the world with a seed. Every session and replay regenerates the same floors from that seed, so a world plays the same way twice and runs at full speed with no generation delay.Roguelike worlds build their floors with a procedural-generation algorithm. The compiler reads your world prompt, picks the algorithm that fits, and pins it to the world with a seed. Every session and replay regenerates the same floors from that seed, so a world plays the same way twice and runs at full speed with no generation delay.
The layout is structure only: where the floors, walls, water, doors, and stairs sit. How those tiles look comes from your world's art style through the asset pipeline, the same way every other game family gets its sprites.
#The algorithms
Three layout algorithms cover roguelike floors:
- Cellular Caves organic, open caverns with connected chambers. The default for cave, crypt, and dungeon prompts.
- Wave-Function Collapse structured rooms-and-corridors that tile coherently. Good for built spaces: vaults, labs, fortresses.
- Maze tight branching corridors with dead ends. Good for labyrinths and puzzle crawls.
The compiler picks one from your prompt. You can override it.
#Customizing the layout
Open your roguelike world in Creator Studio and select Procedural Layout in the world section. The panel shows the algorithm the compiler chose and lets you change it:
- Algorithm switch between Cellular Caves, Wave-Function Collapse, and Maze. Switching resets the parameters to that algorithm's defaults.
- Parameters tune the shape. Cave density and smoothing passes for caves; width and height for WFC; cells across and down for mazes.
- Seed the number that drives generation. Regenerate rolls a new seed for a fresh floor with the same settings.
- Preview a live render of the resulting floor updates as you edit, so you see the shape before you save.
- Reset to AI clears your override so the next compile re-picks the algorithm from your prompt.
Your changes save to the world as a creator override and take priority over the compiler's pick. They persist across compiles until you reset.
#What stays automatic
You never have to touch this panel. A roguelike world gets a working layout from its prompt with no input from you. The panel is there when you want a specific shape, not a requirement for a playable world.