One-click install
npx skills add https://github.com/BasarEkinci/memory-card-game --skill procedural-generation-basarekinci
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: procedural-generation
Source: https://github.com/BasarEkinci/memory-card-game/tree/main/.claude/skills/gameplay/procedural-generation
Command: npx skills add https://github.com/BasarEkinci/memory-card-game --skill procedural-generation-basarekinci

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Procedural generation often produces inconsistent results, hard-to-reproduce bugs, and unbalanced content when randomness isn’t controlled; this Skill helps you build repeatable generation pipelines for games and simulations.

Core Features & Use Cases

  • Seed-based reproducibility: Uses a deterministic RNG approach so the same seed yields the same maps, layouts, and loot.
  • Noise & terrain generation: Produces continuous fields (e.g., height/biome/moisture maps) using Perlin/Simplex-style techniques and normalizes outputs for tile decisions.
  • Dungeon and cave layout generation: Creates grid-aligned dungeons via BSP partitioning and organic cave regions via random walk variants.
  • Weighted randomness for content: Supports loot tables and probability-weighted picks, including multi-drop selections without repeats.
  • Wave Function Collapse basics: Builds tile layouts constrained by adjacency rules using entropy-driven collapse with weighted choice.
  • Content placement & difficulty scaling: Adds natural spacing with Poisson disk sampling and ramps parameters over progression using difficulty profiles.

Use case example: You want a daily challenge mode where the terrain, dungeon structure, and loot are all consistent for a given date, but still vary across days and scales difficulty as the player advances.

Quick Start

Implement a seed-driven generator that derives separate sub-seeds for terrain, dungeons, and loot, then render the produced grid/positions/placements into your game world.

Frequently Asked Questions about procedural-generation

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate deterministic procedural terrain and dungeons from a seed?

Deterministic procedural generation uses a seeded RNG approach so the same seed consistently yields identical terrain heightmaps, BSP dungeon layouts, and cave random walks across runs.

What is wave function collapse and how does it apply to tile layout generation?

Wave function collapse builds tile layouts by applying adjacency rules through entropy-driven collapse with weighted choice, ensuring generated grids satisfy specific contradiction handling and connectivity constraints.

How do I implement weighted loot tables with multi-drop selections in procedural generation?

Weighted loot tables implement probability-weighted picks for procedural content, supporting multi-drop selections without repeats to ensure balanced and controlled item distribution across runs.

Can I use Poisson disk sampling for natural object placement and difficulty scaling?

Poisson disk sampling adds natural spacing for object placement while difficulty profiles ramp generation parameters over progression, scaling procedural content as the player advances.

Why does my procedural generation produce inconsistent results across game sessions?

Inconsistent procedural generation results occur when randomness is uncontrolled; strict seed control using System.Random and deriving separate sub-seeds for terrain, dungeons, and loot ensures reproducible game content.