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Free Tools for Gamedevs: Maps, Names, Colors, calculators and more - Try Them and Help Me Improve!

A topic by Thunder043 created Mar 14, 2025 Views: 182 Replies: 2
Viewing posts 1 to 2
(1 edit) (+1)

Hi itch.io community! , I’m an indie developer who’s been working on some free tools to help out fellow game creators, and I’ve just uploaded them to my site (https://danieldelgado.tech/tools/) and GitHub. I built these with a lot of effort hoping they’d be useful to the community. Here’s what I’ve got:

  • Map Generator: Creates procedural dungeons, landscapes, and cities (with PNG export).
  • Name Generator Pro: Makes unique names for characters or worlds, with themes like fantasy or sci-fi (JSON export).
  • Color Palette Generator: Builds custom palettes or extracts colors from images (PNG and JSON export).
  • Time to Kill Calculator Pro
  • DPS Pro Calculator
  • Health / Armor Balance

I’d love for you to give them a try and let me know what you think! They’re not perfect—cities still give me headaches, and I’m sure there are bugs or rough edges. If you spot anything off or have suggestions, please share them here. My goal is to make these tools genuinely helpful for all of us, and your feedback would mean the world to me.

Thanks for taking the time, and I hope they come in handy for your projects. I’m learning alongside you all!

Daniel (Genio043)
danieldelgado.tech/tools/

(+1)

Pretty neat. It's a nice collection and they seem very aimed at classical roguelike development, so I enjoyed that.

I wasn't able to find the GitHub, but are they written in JavaScript? I ask because I thought they might be even more useful as learning material and JavaScript is a very readable language that's easy to convert to other languages.

I also think they might be more useful as functions apposed to stand alone tools, though I do like how you can check them out online as stand alone tools.
For example, converting the dungeon generator to a single function like:

int[] GenerateDungeon( int size_x, int size_y, int density )

Or the Name Generator as:

string[] GenerateName( string[] prefix_list, string[] root_list, string[] suffix_list, int quantity )

(sorry about the weird pseudo-code format... tried to make it like JavaScript, but I haven't touched it in years)
Other than that, I think the map generators need a bit of work, but map generators are always a process of tinkering, so I'm sure you'll refine them over time. I'd actually be interested in seeing the different methods of pattern generation used in your map generator mixed with your Color Palette generation code as some sort of procedural texture generation, but that's just an idea.

Good stuff so far, I hope that you keep expanding on them and experimenting :)

(+1)

Hey K A Laherty, thanks for your feedback!

I really appreciate you taking the time to check out the tools and share your thoughts. I’m glad you found them interesting, especially for classic roguelike development!

Answering your questions:

🔹 Yes, they are written in JavaScript (HTML, JavaScript, and CSS, nothing too complex). I’m still setting up the GitHub properly, which is why it’s not publicly available yet, but once it's ready, I’d love to share it as learning material. I agree—JavaScript is very readable and easy to adapt to other languages.

🔹 Turning them into functions/libraries – That’s a great idea! Right now, they are standalone tools meant to be quick and easy to use, but having them as functions (like your examples) would definitely make them more useful for direct game integration. I’ll keep this in mind for future updates!

🔹 Map generators need refinement – 100% agree! Procedural generation is an ongoing process, and I still have a lot of tweaking to do, especially for cities. Your suggestion about combining pattern generation with the Color Palette Generator for procedural texture generation is really interesting—I hadn’t thought of that, but it sounds like a great experiment to try!

Recent Updates & Fixes:

Bug fix in Name Generator Pro – Before, clicking the "Export JSON" button regenerated the list instead of saving the currently generated names. Now, it correctly exports the names you see on screen.

Real-time updates in the calculators – The TTK, DPS, and Health/Armor Balance calculators now generate results instantly as you change the values—no need to hit "Generate" or "Reset Data" anymore. This makes testing much smoother!

Full English translation – All six tools and the homepage are now fully in English to make them more accessible for a global audience.

Thanks again for the encouragement! I’ll definitely keep improving and expanding them. If you have any more ideas or feedback, I’d love to hear them!

Cheers,
Daniel (Genio043)
🔗 danieldelgado.tech/tools