Addon ID

  • salmanshh_procroom

Info

Statistics

  • Download count10 total downloads
  • Latest download count 10 downloads of latest version
  • Average download count1 downloads per day average

Owners

read the documentation here

github.com/SalmanShhh/C3Addon_ProcRoom/blob/main/Guide.md

You can support me via

- patreon.com/c/SalmanShh

- paypal.com/paypalme/SalmanShh

- ko-fi.com/salmanshh

Scenarios Where This Addon Excels

- Classic roguelite with branching paths. Generate a fresh dungeon every run, let the player see two or three room choices at each depth, and track which rooms were cleared. No manual adjacency math, no custom save logic.

- Deck-builder map screen. The classic "choose your next node" interface maps directly onto ProcRoom's topology. Register room types for combat, rest, shop, and elite encounters, then display available rooms by calling GetAvailableRoomByIndex in a loop.

- Metroidvania-style locked gates. Generate the full world graph upfront, lock specific rooms, and unlock them when the player earns the right key or skill. OnRoomUnlocked fires the door animation automatically.

- Procedural narrative branching. Wire together story beats as rooms. Use biomes for "acts," room types for scene categories (dialogue, action, reward), and RevealOnAvailable to show the player which beat comes next without exposing the whole map.

- Fog-of-war map rendering. Use IsRoomRevealed to decide what to draw on a minimap. Rooms are auto-revealed on entry and can optionally reveal neighbors. Force-reveal rooms with keys or scout abilities.

- Seeded run sharing. Let players share a seed string. GenerateGraph with the same seed and biome always produces the same graph. Players can compare routes without loading full save files.

- Rapid prototyping. Sketch a complete roguelite run loop in an hour. Register a handful of room types, call GenerateGraph, wire up OnRoomEntered, and start iterating on feel before the art is ready.