
Descripción
The Giovanelli Procedural Maze/Dungeon Generator is not just a random generator; it is an architectural Level Design tool. Built to be highly customizable, the system allows you to define exactly how and where your dungeon should grow, blending rapid procedural generation with precise, manual art direction.
Through a control panel (Editor Utility Widget), you configure the map's structure in real-time within the viewport, before even pressing Play, ensuring the level perfectly meets your project's gameplay requirements.
🚀 Key Features (What you control):
Mesh and Architectural Control
Dynamic Grid & Scale: Define the exact grid size (Grid Size) and the room size limits (Min/Max Room Size).
Multi-Floor Generation: Generate vertical dungeons by defining the desired number of floors.
Smart Pillars (Columns Center Room): A built-in mathematical system that symmetrically places columns inside larger rooms, automatically calculating the exact distances from walls and corridors.
Tunnels & Air Ducts: Add tactical complexity by enabling the generation of tunnels and ventilation ducts, with full control over the spawn percentage and maximum route lengths.
Structural Details: Independent controls to generate ceilings, wall windows, and skylights (Ceiling Windows), with fine-tuning of spawn percentages. Create architectural recesses and niches to break visual repetition.
Targeted Level Design Tools (Zoning System)
Addition Zone BP: Force the maze generation in specific areas of the map. You tell the algorithm exactly where it must build.
Exclusion Zone BP: Protect crucial areas of your level. Place the Exclusion Zone and the algorithm will guarantee that no room or corridor invades that space.
Strategic Rooms: Define the exact amount of "Special Rooms" (Boss Rooms, Treasure Rooms, Spawn Rooms) that the algorithm must guarantee in the final generation.
🛠️ Technical Details & Workflow:
Datatable-Based Workflow (Instant Customization): You don't need to replace meshes manually. Insert your own 3D assets (Static Meshes for walls, floors, doors, etc.) directly into the system's Datatable. When you click generate, the maze is spawned using 100% of your art direction.
Static Mesh Generation: The system spawns standard Static Meshes, allowing for individual manual editing after the generation if the designer wants to make micro-adjustments to the environment.
100% Blueprints: Open code, fully native to the Engine, and easy to integrate or expand for your game's specific logic.
In-Editor Generation: Use the Editor Utility Widget to create and iterate dungeons during the editing phase, physically saving the map to your project.
Supporte: Discord







