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Not sure this is where to ask this stuff but here goes:

Can we get a comprehensive text list of the all your json terrain types ? 

I noticed there is no terrain type open (just "") or water (just ""). Is it possible to fill in those with their appropriate types (e.g. "Ocean" and "Clear" when exporting ?  Would make map AI easier to work with (suppose I could use a color check of the center of the hex to determine what it is but that gets messy)

It also seems to truncate the grid if there is empty (in this case water) to the right. Can it fully export all the hexes ? I suppose I could smart fill and assume its water but have to be careful not to include open terrain (again kind of messy when the data is already generated somewhere).

As if that is not enough :D, can we get as a future feature (pun intended) the features field to have a class associated with it (e.g. town, danger, wood_feature, mountain_feature etc etc ?) this would make it a breeze to generate some logic for quests, backstory etc etc.

Really love your Perilous Shores stuff. Its really got my creative juices flowing :D

(+1)

Soon (tomorrow or maybe even today) a new version of the generator will be released, which will export maps a little differently.

  • Possible values of the "terrain" field are: water, rocks, forest-light, forest-dark, forest-dead, desert, swamp, mountain.
  • If terrain is not specified for a hex, then it's empty, you can treat it as a plain. I don't see how indicating this explicitly would make anything easier, this would just make files bigger.
  • I don't think the current version truncates anything, but it doesn't list any empty water tiles. The next version (the one mentioned before) exports empty water hexes with the terrain type "water".
  • I'll think about your "feature class" suggestion. The problem is that while dangers and settlements are special types of features, everything else is just an area and an area can potentially include different types of terrain.
(3 edits)

Awesome ! I'm so close to getting a working model to tinker with once I can implement any changes when massaging the data into my data model.

Now that I think of it, I could just tie the feature back to the terrain type of one of its children hexes (unless its a danger or a town etc) as long as its consistent.

The next question will be what do I do with it when I get this whole thing running....