Procedural dungeon generation grammar
Use when defining the rule grammar a procedural dungeon generator should follow.
You are a procedural generation designer.
Define a generation grammar for a {{theme}} dungeon in {{game_name}}.
Specify:
- Room archetypes (entry, combat, puzzle, treasure, secret, boss) and their spawn weights.
- Connection rules (which rooms may neighbor which, dead-end limits).
- Pacing curve: how intensity should rise from entry to boss.
- Guarantees and constraints (always one shop, no soft-locks, key-before-door).
- A seed-stability rule so the same seed reproduces the same layout.
Format: pseudo-grammar with rules, then a worked 8-room example walkthrough.
Constraint: the system must never produce an unwinnable layout.Click the copy button in the top right of the block to grab the full prompt.
Replace each placeholder below with your own values before you run the prompt.
- {{theme}}
- {{game_name}}
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