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CraftMap is a complete, production-ready framework for creating procedural roguelike progression maps — the node-based path selection screens found in games like Slay the Spire, Inscryption, and Monster Train.
Design, preview, and ship your map system in minutes instead of months.
🚀 WHY CRAFTMAP?
Most roguelike map solutions require extensive custom code, offer no visual feedback during authoring, and lack the polish players expect. CraftMap solves all three:
• Author maps visually: A Live Editor Preview regenerates instantly as you tweak settings.
• Production-quality UI out of the box: Built-in tooltips, info panels, legends, Fog of War, and animated flowing paths.
• Integrate in minutes: Clean event-driven API and full JSON serialization support.
🗺️ HOW IT WORKS
1. Create Node Profiles: Define your node types (Enemy, Shop, Boss, etc.) with custom icons, colors, and descriptions.
2. Create a Map Configuration: Set grid size, node distribution weights, spacing rules, and row overrides.
3. Create a Biome Profile (Optional): Theme your map with custom colors, fog of war settings, and path styles.
4. Drop the MapManager into your scene, assign your configuration, and press Play!
The system generates a deterministic Directed Acyclic Graph (DAG). The same seed always produces the exact same map — perfect for seeded runs, daily challenges, and replays.
✨ PREMIUM EDITOR EXPERIENCE
Built with Developer Experience (DX) as a top priority:
• Map Configuration Inspector: Features a Live Map Preview with bezier connections, type distribution bars, validation warnings, and one-click presets (Compact, Standard, Epic, Linear, Branching).
• Profile Inspectors: Visual node and theme previews showing icons, tints, scales, and fog alpha bars.
• Map Manager Inspector: System status panel, runtime state display, and quick debug actions.
• Welcome Window: Auto-checks system integrity, provides quick-start buttons, and links to documentation.
⚙️ RUNTIME & VFX FEATURES
• Procedural Generation: Deterministic FNV-1a hash seeding (consistent across all platforms and IL2CPP).
• 8 Built-in Node Types: Start, Enemy, Elite, Rest, Treasure, Shop, Mystery, Boss.
• Advanced Placement Rules: Force specific types on first/last rows, set minimum row gaps between Elites, and apply weighted random distribution with biome filtering.
• Fog of War: Configurable visibility ranges (Hidden, Visible, Reachable, Visited) with smooth animated transitions.
• Premium Path Rendering: Bezier curves with GPU-accelerated flow animation shaders.
• Interactive UI: Floating tooltips (auto-flip), detail info panels, and a legend sidebar.
• The "Juice": Golden visited-path overlay, animated player marker, hover glows, and click punches.
🧩 CLEAN ARCHITECTURE & OPTIMIZATION
• Zero GC Allocation: Fully implemented Object Pooling for nodes and paths during map regeneration.
• CraftTween: A built-in, zero-dependency animation system (12 easing functions).
• State Management: JSON serialization with PlayerPrefs support and automatic version migration.
• Extensible: Implement IMapGenerator for custom algorithms, override UI prefabs, or hook into C# Actions and UnityEvents.
• Clean Code: Single namespace (AceHorizon.CraftMap), Assembly Definitions, no magic strings, and heavily commented XML APIs.