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GitHub Skill

world-generation

Motto: The world grows where curiosity leads.

SimHacker☆ 15 Repository stars4 Repository forks

Installation

Follow the repository instructions for this skill and your agent. Review the files and dependencies before adding it to your workflow.

View source ↗Guides

Skill instructions

World Generation Protocol

Dynamic world creation — questions create places. "The world grows where curiosity leads."

Core Principle

Don't pre-generate everything. Generate on demand.

When a player asks about a place that doesn't exist, create it. Questions expand the world. Exploration IS creation.

Player: "What's north?"
DM: *creates north*

Generation Philosophy

# What triggers world generation
generation_triggers:
  questions: "Where did the grue come from?"
  statements: "There must be a library somewhere!"
  actions:
    DIG: "tunnel"
    CLIMB: "passage"
  quests: "Objective location generates itself"
  exploration: "Walking beyond known areas"

Methods

CREATE - Generate New Place
invoke: CREATE
params:
  seed: "Starting concept or name"
  style: "World style (fantasy, sci-fi, modern)"
  parent: "What area this connects to"
effect:
  - Create directory for new place
  - Generate ROOM.yml with properties
  - Add exits connecting to parent
  - Optionally populate with objects/NPCs
EXPAND - Add to Existing Area
invoke: EXPAND
params:
  from: "Existing place"
  direction: "north/south/etc or conceptual"
  hints: "Optional flavor hints"
effect:
  - Generate adjacent room
  - Add bidirectional exits
  - Inherit parent's atmosphere with variations
CONNECT - Link Two Areas
invoke: CONNECT
params:
  a: "First place"
  b: "Second place"
  type: "door/portal/path/secret"
effect:
  - Add exit from A to B
  - Add exit from B to A (unless one-way)
  - Update both ROOM.yml files

Directory Inheritance

Directories carry behavioral defaults that children inherit:

Parent Directory Children Inherit
maze/ Dark, twisty, grue-friendly
basement/ Damp, underground, echoing
tower/ Height, wind, views, vertigo, ELEVATOR
dungeon/ Cells, guards, escape themes
garden/ Outdoor, weather, growing
library/ Books, quiet, knowledge
market/ Vendors, crowds, commerce
department-store/ Floors, escalators, departments
underground/ Basements, tunnels, secrets
rooftop/ Sky, signs, views, access
Tower Directory Pattern
# Tower directories extend vertically
tower_directory:
  pattern: "tower-name/"
  contains:
    - ROOM.yml           # Tower exterior (storefront)
    - lobby/             # Floor 0
    - elevator/          # Central column (goes anywhere)
    - roof/              # Top floor
    - floor-N/           # Numbered floors (positive = up)
    - basement-N/        # OR link to external skills as floors
    
  # Skill-as-floor pattern
  skill_floors:
    principle: "Skills can BE floors — no duplication"
    method: |
      Instead of creating floor-1/ inside tower/,
      link to skills/some-skill/ and add ROOM.yml there.
      The skill IS the floor content.
      
    example: |
      # In elevator exits:
      floor_minus_1:
        destination: ../../../../../skills/no-ai-ideology/
        floor: -1
        
      # In skills/no-ai-ideology/ROOM.yml:
      room:
        floor: -1
        tower: no-ai-tower
      exits:
        up: ../no-ai-lobby/     # or explicit path
        down: ../no-ai-bias/    # next skill in chain

Topology Patterns

Pattern Structure Use Case
Twisty maze Randomized connections Challenge, getting lost
Grid Regular X/Y layout Cities, chessboards
Star Hub with spokes Crossroads, central plaza
Loop Circular path Racing, time loops
Tree Branching, dead ends Dungeons, boss rooms
Web Many cross-connections Complex social spaces
Tower Vertical stack + horizontal branches Buildings, department stores
Tower Pattern (Yoot Tower / SimTower)

Inspired by Yoot Saito's SimTower (1994). Buildings extend vertically with each floor branching horizontally.

tower_pattern:
  principle: "Build UP or DOWN. The tower has no natural limits."
  
  structure:
    central_column:
      - elevator/     # Goes anywhere (express)
      - stairs/       # Up/down between adjacent floors
      - utilities/    # Shared services (HVAC, power)
      
    floor_template:
      - lobby         # Entry point from elevator/stairs
      - departments   # Horizontal branches
      - services      # Bathrooms, vending, etc.
      
  navigation:
    elevator:
      description: "Express access to any floor by number or name"
      aliases: [lift, express]
      buttons: "Panel with all floors listed"
      
    stairs:
      description: "Up/down to adjacent floors only"
      pattern: "Each floor has stairs_up and stairs_down exits"
      
  extensibility:
    vertical: "Add floors in either direction (up OR down)"
    horizontal: "Each floor branches to sub-departments"
    modular: "Floors can be reordered by changing up/down links"

Example: NO AI TOWER

   R   ROOF .......... The Sign, The Sun
   ═════════════════════════════════════
   0   LOBBY ......... Storefront (FRONT)
   ═════════════════════════════════════
  -1   IDEOLOGY ...... ← skills/no-ai-ideology/
  -2   BIAS .......... ← skills/no-ai-bias/
  -3   SLOP .......... ← skills/no-ai-slop/
       ...
  -9   SOUL .......... ← skills/no-ai-soul/ (branches: facets/, pantheon/)
 -10   OVERLORD ...... ← skills/no-ai-overlord/ (branches: archetypes/)
 -11   CUSTOMER SVC .. ← skills/no-ai-customer-service/ (BASE CLASS)

Key Features:

  • Skills ARE rooms — no duplication, just ROOM.yml in each skill
  • Floors link via up/down — stairs connect adjacent floors
  • Elevator links to all — express access anywhere
  • Horizontal branching — each floor has sub-departments
  • Reorderable — change floor numbers + links anytime
  • Underground — tower can go DOWN (like iceberg)

Generation Seeding

From Questions
Q: "Where does the blacksmith live?"
A: Creates blacksmith-quarters/ with:
   - Forge room
   - Living quarters
   - Connected to market/
From Actions
Action: DIG
Creates: tunnel/ or cellar/
   - Connects to current room
   - Darkness, rough-hewn walls
   - Possible discoveries
From Quests
Quest: "Find the ancient tome"
Creates: hidden-archive/ somewhere logical
   - Contains the tome
   - Appropriate guardians
   - Connected via discoverable path

Lazy Evaluation

principle: "Don't create until needed"

strategy:
  - Player enters room: generate exits (names only)
  - Player asks about exit: generate room behind it
  - Player ignores exit: it remains potential
  
benefits:
  - Infinite worlds in finite storage
  - Every playthrough unique
  - Player choices shape reality

State

generation_state:
  seed: 42                    # Reproducibility
  style: "fantasy"            # World genre
  generated_places: []        # What exists
  pending_exits: []           # Named but not yet created
  topology: "organic"         # Generation pattern

Safety Guidelines

  • Maintain consistency — don't contradict established facts
  • Respect player agency — their discoveries are canon
  • Preserve mystery — not everything needs explanation
  • Allow emergence — unexpected connections enrich world

Integration

Skill Integration
room Generated places are rooms
adventure World generation serves the adventure
character NPCs generated with their locations
worm Worms can trigger generation by crawling

Example Session

> GO NORTH
The path leads into unexplored territory...

[CREATE: forest-path/]
You find yourself on a narrow forest path. Tall oaks 
loom overhead. The trail continues east and west.

> WHAT'S EAST?
[EXPAND: from=forest-path, direction=east]
Through the trees, you glimpse an ancient stone 
structure — perhaps a ruin or shrine.

> GO EAST
[CREATE: old-shrine/]
A weathered shrine stands in a small clearing...

Examples

Read the usage examples in the source repository.

View source ↗

Source history

Indexed on
2026-01-20
Index updated
2026-02-02
Branch
main

Index and sync dates describe this directory. View the source repository for code history.

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