Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles

watabou

178
Posts
2,663
Followers
4
Following
A member registered Oct 31, 2014 · View creator page →

Creator of

Recent community posts

Hey,

I consider Pixel Dungeon a finished game and I'm not planning to add any new content or features to it. I still update it occasionally, because the game is pretty old and I need to make changes just to keep it working on newer systems, but that's it. I'm definitely going to create Pixel Dungeon 2 or something like that someday, the only question is whether it will be my next next or it will happen in ten years...

Yeah, I'm going to keep updating the web version, although no big changes/additions are planned for it at this moment.

(2 edits)

When you select an island which has a shipyard, the "Build flotilla" button is displayed. Click it to build a "flotilla". Once the flotilla is ready, you can transfer people from this island to another island (to colonize an empty one or to capture an enemy one). After that the flotilla is exhausted and you'll need to build a new one. There is a tiny ship shown next to an island which has a flotilla ready.

It's just a jam game, a week is barely enough to make it work, let alone to implement a tutorial :)

Cheers!

You can specify the seed in the standalone version (http://fantasycities.watabou.ru/) in the url (seed parameter). Or you can just copy the whole url and paste it later. On itch.io I can't access the url, so it doesn't work here, but I will probably implement an input field later.

(1 edit)
I hope to release the initial desktop version within 2-3 months. It will be rewritten  from scratch, but it won't include too many new features. After that if everything is all right I'll start adding new functionality.

I hope to release the initial desktop version within 2-3 months. It will be a rewritten  from scratch, but it won't include too many new features. After that if everything is all right I'll start adding new functionality.

"Something in that direction" is good wording :) I'd like to make the desktop version as customizable as possible, but actually I'm planning to remove types of wards as they are too rigid and to implement something more organic.

In the desktop version it will be able to place the castle wherever you need it. In the online version only the most realistic option is implemented :)

Is it possible to save mansions (f. e.  get/set seed, as in map generators)?

Nope: to implement that seed-in-the-url thing I'd have to publish the generator somewhere else because I can't access the url on itch.io.

Does source code publicized anywhere?

Nope: it's too much work for me to clean the code, upload it etc , sorry :)

No way to do it, sorry. Also Toy Town has a much older "generation base", so there are some features in MFCG, which are absent in Toy Town (like farms and neighborhoods).

(1 edit)

It will be added someday (actually my idea is a bit more complex, it doesn't matter right now), but if all you need is different labels, then it's much easier to do it just by changing the names in an exported SVG file.

You can't specify how many buildings you need, but you can request a specific number of "inner wards" like this:

http://fantasycities.watabou.ru/?size=20&seed=1803965832&continuous=0&hub=0&rand...

In this case it's 20 wards within the city walls which include the market and the temple, but don't include the castle.

(1 edit)

Thanks for the message! I'm pretty (like ~90% :)) sure that World→City→World should work as expected (i.e. the original world map should be displayed). Maybe we've broken something, I'll try to find out.

This is not under development as it was just a toy for a jam. But yes, I'm still planning to make it a part of MFCG someday and then it will get its share of love :)

Thank you! I haven't yet given up the idea of making a real game out of it :)

Currently it's not possible, but I've added it to my to-do list 👍

There is no way to do it, sorry.

Unlike in MFCG here you can't change city parameters, it's only possible to change visualization parameters.

It will be fixed in the next update 👍

Nope, there is no way to do it now. I will probably add a scale later.

Here is a copy of my answer to a similar question somewhere else:

    1. I choose a size of a mansion in "squares". The smallest possible mansion is 4 squares big, the largest is about 200 I guess. When it's too big it stops looking like a a single building, more like a cluster of several ones.
    2. Then I generate a polyomino of that size. This becomes a ground plan of a mansion. The smallest mansions look like Tetris pieces when viewed from the top.
    3. Then I split this shape into rectangular "wings". For that I look for the largest rectangle within it, then the next and the next etc.  Large wings have more floors, small wings have fewer of them (unless they can be seamlessly attached to large ones). One-square wings become towers.
    4. At the end I build a 3D model of this stuff.

If you need just a floor plan, than a short summary of this algorithm is "generate a polyomino, split it into rectangles". I hope it helps :)

https://twitter.com/watawatabou/status/1060681167165370369

Thank you! I'll check it. Meanwhile the SVG looks fine for me. Btw, what browser are you using?

Thank you!

Hi!

  1. That's weird, I've never seen such glitch before. Is it visible in the generator itself, not on the exported PNG? Could you send me an SVG file next time when you encounter it again?
  2. In the future desktop version of the generator it will be possible to customize how every element of map is drawn, but for the web version I'm going to keep using 4-colour palette. It's not hard to implement a way of specifying what are those 4 colours, but it won't help with your issue. You may want to try exporting maps to SVG though. I know that working with vector graphics may seem cumbersome, but there you can select objects/groups of objects precisely without worrying about antialiasing and similar things.
(1 edit)

Thanks!

I'm going to create a small post about it, but roughly it works like this:

  1. I choose a size of mansion in "squares". The smallest possible mansion is 4 squares big, the largest is about 200 I guess. When it's too big it stops looking like a a single building, more like a cluster of several ones.
  2. Then I generate a polyomino of that size. This becomes a ground plan of a mansion. The smallest mansions look like Tetris pieces when viewed from the top.
  3. Then I split this shape into rectangular "wings". For that I look for the largest rectangle within it, then the next and the next etc.  Large wings have more floors, small wings have fewer of them (unless they can be seamlessly attached to large ones). One-square wings become towers.
  4. At the end I build a 3D model of this stuff.

That's it.

Yeah, it seemed to me that there were just too many windows when they started right from the ground. I've made some changes since then, so maybe I should change that "no ground floor windows" rule...

Press Enter to generate a new mansion.

Thanks! Sometimes these patios are completely inaccessible (other than through a window) - that's pretty unhygienic  :)

(1 edit)

Thank you!

There is probably a proper name for such license, but basically it's the same as with MFCG:

You can use maps stuff created by the generator as you like: copy, modify, include in your commercial rpg adventures etc. Attribution is appreciated, but not required. 

I am definitely going to try it at some point :)

It's totally possible and probably not even that hard depending on requirements.

Thanks!

They've changed it in recent versions of lime and openfl (made the Renderer class a part of the Window class or something like that). So to compile it you'll need to either switch to an older version of openfl+lime or fix the code from the repo to make it compatible with the latest version. I'll update the code later, but probably not soon.

It's a planned feature for the future "desktop version".

Yes, it will be implemented at some point in the future

Currently there are 2 types of roads: main roads (running from the city center to the edge of the map) and regular streets within wards. In the future the main roads will be editable, but not the regular streets. The only thing you can do with streets is rerolling them by shift-clicking the ward.

I'm working on something like that: https://twitter.com/watawatabou/status/1026594088353705986

Ok, I'll consider adding "easy mode" with AI enemies nerfed.

Multiple rings of walls (and not only rings) is a popular request. It's not possible with the current algorithm, but I hope to fix it later. Meanwhile here is an image as a recognition of the fact that people need more walls: link :)