procedural-gen
Builds procedural game content like levels and loot. Use this for deterministic, seed-based content generation.
Install
mkdir -p .claude/skills/procedural-gen && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/18826" && unzip -o skill.zip -d .claude/skills/procedural-gen && rm skill.zipInstalls to .claude/skills/procedural-gen
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
Generate game content procedurally — seeded deterministic RNG, value/Perlin/ Simplex noise for terrain and heightmaps, grid dungeon generation (rooms + corridors, BSP, random walk), and weighted loot/drop tables. Engine-neutral algorithms. Use when the user mentions procedural generation, perlin/simplex noise, random seed, dungeon generator, heightmap/terrain, or loot tables.Key capabilities
- →Generate game content procedurally
- →Use seeded deterministic RNG for reproducibility
- →Apply value, Perlin, or Simplex noise for terrain and heightmaps
- →Generate grid dungeon layouts (rooms, corridors, BSP, random walk)
- →Create weighted loot and drop tables
- →Decouple generation from rendering by filling data grids first
How it works
The skill uses a seeded random number generator and various algorithms like noise functions and space partitioning to create game content. It generates content into data structures first, separate from rendering.
Inputs & outputs
When to use procedural-gen
- →Generate terrain heightmaps
- →Build randomized dungeon layouts
- →Create weighted item loot tables
- →Implement procedural content with seeds
About this skill
Procedural generation
Generate levels, terrain, and loot from compact rules and a seed. The throughline
of good procgen is determinism: a single seed reproduces the same world, so
bugs are repeatable and players can share seeds. This skill owns the core
algorithms — noise, seeded RNG, dungeon layout, weighted tables; genres like
roguelike and survival-crafting consume it.
When to use
- Use to generate maps, dungeons, terrain heightmaps, item drops, or any content you do not want to author by hand.
- Use when results must be reproducible from a seed (debugging, daily challenges, shareable worlds).
- Use to pick weighted random outcomes (loot rarity, spawn tables).
When not to use: for the engine's tile API to paint the result, use
godot-tilemap or unity-tilemap-2d. For routing AI through the generated map,
use game-ai. For carefully hand-paced levels, use level-design — procgen and
authored design are complementary, not interchangeable.
Core workflow
- Own your randomness. Create one seeded RNG instance and pass it everywhere. Never call the global/static random in generation code — it makes results irreproducible and order-dependent.
- Pick the technique for the content. Continuous terrain/heightmaps → noise. Discrete rooms/corridors → space partitioning or agent-based carving. Outcomes with rarities → weighted tables.
- Generate into a plain data grid/array first, decoupled from rendering.
Generation fills
int[][]or a dict; a separate pass draws it. - Validate before shipping the result to the player. Is every room reachable? Is the spawn safe? Is there a path to the exit? Reject or repair layouts that fail; do not hand the player a broken map.
- Tune with the seed fixed so each parameter change is visible in isolation, then sweep seeds to check the distribution, not just one lucky map.
Patterns
1. Seeded, deterministic RNG (the foundation)
import random
rng = random.Random(seed) # a dedicated instance — NOT the global random.*
room_count = rng.randint(5, 12) # same seed -> same sequence, every run
# RIGHT: thread `rng` through every function that makes a choice.
# WRONG: calling random.randint(...) (global state) — order-dependent, unseedable.
Engine equivalents: Godot var rng = RandomNumberGenerator.new(); rng.seed = s;
Unity var rng = new System.Random(seed) (or UnityEngine.Random.InitState).
Store the seed in the save file so a world can be regenerated.
2. Fractal (fBm) noise for heightmaps
# Sum several octaves: each higher octave has higher frequency, lower amplitude.
def fbm(noise, x, y, octaves=5, lacunarity=2.0, gain=0.5):
total, amp, freq, norm = 0.0, 1.0, 1.0, 0.0
for _ in range(octaves):
total += amp * noise(x * freq, y * freq) # noise() returns ~0..1
norm += amp # track total amplitude
amp *= gain # each octave contributes less
freq *= lacunarity # ...at a higher frequency
return total / norm # normalize back into 0..1
# Redistribute to carve flat valleys / sharpen peaks: higher exp -> more lowland.
elevation = pow(fbm(noise, nx, ny), 2.2)
Use a real noise library (FastNoiseLite, opensimplex,
Unity.Mathematics.noise, or Mathf.PerlinNoise) — do not implement gradient
noise yourself. Seed elevation and moisture with different seeds so a
biome lookup over both fields isn't perfectly correlated. Full biome lookup and
island shaping are in references/noise.md.
3. Weighted loot table (rarity-correct selection)
# Roll proportional to weight: common drops far more often than legendary.
def weighted_pick(rng, table): # table: list of (item, weight)
total = sum(w for _, w in table)
roll = rng.uniform(0, total) # a point on the cumulative line
upto = 0.0
for item, w in table:
upto += w
if roll < upto: # first bucket the roll falls into
return item
return table[-1][0] # float-safety fallback
loot = weighted_pick(rng, [("common", 70), ("rare", 25), ("legendary", 5)])
Weights need not sum to 100 — they are relative. To prevent bad streaks, use a
"pity"/bag system (see references/dungeon-generation.md notes on distributions).
4. Rooms-and-corridors dungeon (sketch)
# 1. Place non-overlapping rooms; 2. connect them; 3. carve into the grid.
rooms = []
for _ in range(attempts):
r = Rect(rng.randint(1, W-w-1), rng.randint(1, H-h-1), w, h)
if not any(r.intersects(o.expand(1)) for o in rooms): # keep a 1-tile gap
rooms.append(r)
for a, b in zip(rooms, rooms[1:]): # connect each room to the next
carve_l_corridor(grid, a.center, b.center, rng) # horizontal then vertical
The complete generator (BSP partitioning, L-corridors, reachability check, and
random-walk caves) is in references/dungeon-generation.md.
Pitfalls
- Using the global RNG inside generation makes worlds unreproducible and breaks the moment call order changes. Always pass a seeded instance.
- Correlated noise fields: sampling elevation and moisture from the same seed/offset produces biomes that line up in bands. Offset or reseed each field.
- Octave artifacts: adding octaves without renormalizing pushes values out of
0..1; divide by the summed amplitude (and beware library output ranges — some return-1..1, some0..1). - No connectivity check: rooms or caves can end up isolated. Flood-fill from the spawn and discard/reconnect unreachable regions before play.
- Unbounded placement loops: "keep trying until N rooms fit" can spin forever on a small grid. Cap attempts and accept fewer rooms.
- Seeding once globally, then relying on frame timing: any non-deterministic input (time, physics, hash randomization) leaking into generation destroys reproducibility.
References
references/noise.md— octaves/lacunarity/gain, redistribution, island shaping, two-axis biome lookup, blue-noise object scatter.references/dungeon-generation.md— BSP, rooms+corridors, random-walk caves, cellular-automata smoothing, connectivity validation, distribution/pity tables.
Related skills
godot-tilemap,unity-tilemap-2d— paint the generated grid into the engine.game-ai— pathfinding over the generated graph.level-design— pacing and hand-authored structure that procgen complements.roguelike,survival-crafting— genres that compose this skill.
When not to use it
- →For painting results into an engine's tile API
- →For routing AI through a generated map
- →For carefully hand-paced levels
Limitations
- →Does not paint the result into the engine's tile API
- →Does not handle routing AI through the generated map
- →Does not replace hand-paced level design
How it compares
This skill focuses on deterministic procedural generation algorithms, ensuring reproducibility from a seed, unlike manual content creation or non-deterministic random generation.
Compared to similar skills
procedural-gen side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| procedural-gen (this skill) | 0 | 14d | No flags | Advanced |
| webapp-testing | 353 | 3mo | Review | Intermediate |
| resolve-conflicts | 81 | 8mo | Review | Intermediate |
| telegram-bot-builder | 106 | 6mo | Review | Intermediate |
Try saying
Example prompts that trigger this skill in your AI assistant.
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