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This sounds interesting. I also think about this again right now.

I already looked into your bachelor thesis. Maybe I'll read it.

I don't really want it for a procedurally generated game, but as a way to check if my structure has any exploits. I think procedurally generated maps won't be that interesting. I want one level to be vertical, one to be horizontal, one to be rather linear, one to be rather free. And I want the order to make sense.

I want to define a set of rooms, and each room should be able to generate all possible ways to order these rooms and I want to be able to specify some conditions.

Especially assymetrical paths should exist, too. Like one room where you can only leave door 3 if you have a high jump, but you can enter it without the high jump through that same door.

I also would like to include the ability to lose abilities in such an algorithm.
In one of my metroidvania ideas, you don't unlock abilities, but characters, which you can't switch everywhere. And each character has different abilities, so technically you unlock new abilities. But since you can't change characters everywhere, there might be areas where you only have limited abilities.

I hate that in most metroidvanias, you never have some ability combinaitons. You never only screw attack but no grapple beam. But there might be places where you can reach the other side of the chasm either using screw attack, grapple beam or both. There's never a situation, where you can cross only one of the grapple bear chasms, if you always get screw attack last. There's never a strong reason to cross the two-ability-chasm using the screw attack. But if you have a grapple beam and a screw attack character, you will need to use multiple ways to cross some room, if it leads somewhere where you need a specific ability. You might have to solve some rooms you've already been to in different ways.

I also had the idea of a metroidvania with alternative paths and multiple endings, where you won't collect all powerups. For example in the beginning you are on a mountain and can go left or right. And on each path you get a different starting ability. And depending on your starting ability, everything else will also change. And to ensure that some items will become unavailable completely, some paths might change during the game. They might get blocked or at least change conditions. Maybe you have to blow up a bridge in order to enter the canyon below the bridge. But after blowing up the bridge you can't reach the other side of the canyon unless you can fly. But maybe this isn't even necessary. Maybe one-way-paths are enough to achieve what I want. Or there could be abilities, which also prevent some paths. You get stronger, which allows you to open some more paths, but some unstable bridges now break if you enter them because you also got heavier as a downside.

I doubt your system can model such things, too. I want to be able to specify if all the rooms have to be used, or if all rooms have to be useful. I want to be able to specify all possible item orders and it tells me if it's possible. I'm not exactly sure what I want to be able to specify. And what I want as a result. That's what I'm thinking about right now.

Thanks for the detailed insight! While I don't think this project quite aligns with your use case, as I'm working towards procedural generation of each individual room's terrain instead of your proposed specified room set, there's definitely some interesting ideas I will try and implement to future versions of the generator as optional features, especially in regards to mutually exclusive paths/routes, gates with different keys depending on directionality and having multiple different keysets with some condition for swapping between them (like character switching).