GRIDS | Map/Dungeon/Cave/ All-in-One Generator

I think your plugin is cool on the surface level, but I have a few noteworthy critiques. I don’t intend to tell you this to demotivate you but rather nitpick, because lets me honest, would you rather your products silently fail as you keep pouring hours into it or for someone to tell you the facts?

My main concern: this plugin simply does not meet the requirements for most legit game development. If im being brutally honest, this is more of a “that looks cool” → never use it again.

My first piece of advice: critically question how games are made. What are the steps? What are the pain points. Specifically for map building, developers often find the process time-consuming ane requiring specialized skill. But they also have very specific visions and aesthetics, and while you have a real developer need, your product fails to adress it.

For instance, it just doesnt support vision. I cannot customize the layout of how it will generate beyond presets, the aesthetic beyond preset schemes, colors without manually changing blocks after, and I still need to add my own models and houses.

And without dynamicsllt generating assets like buildings and pathways, Its not a map generator—its a very specific terrain maker that is hard to edit afterward. Like the roblox default terrain generator but there are no flatten/raise tools to tweak anything.

Im not trying to say your work is useless, but I am trying to say that you need to carefully think about how you can truely transform game development. I want you to really consider pain points and how you can add value—not because you have to follow a script—but because it will make you a whole lot more
Informed and successful. Like I said, I think youre at a good starting point, and I think there is a real issue in map creation, but I also think you product simply doesnt cut it.

If you want to adress this issue, I would recommend begining to tailor it for more customization and more of a builder than a generator. For instance allowing them to raise/flatten terrain and such. I also think you’re competing strongly against the default terrain editor, but if you can give unique aesthetics (like the blocky one u got going on) plus poly plus other genres it could transform map creation. Think of an editor than a generator. You could even have a way for users to more direvtly influence the generator like a 3D part brush to section different areas

So overall, in its current form, you realistically have 2 main use cases:

  1. Novelty: just to tinker around and see what it makes.
  2. Starting point: maybe inspiration or as a tool to get your map started.

But if you want it to be widey used youre going to need to make it more customizable and powerful. Not just “generate and forget” but “generate and tweak”

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