Show HN: Walk the Endless Dungeon
the-endless.pages.devSmall 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.
Finally! The control I always wanted when watching the 3D Maze screensaver on Win 95!
This 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?"
Thanks so much for this comment; exactly what I had in mind without being able to put a pin on it, the 3D screensaver!!
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.