I am hoping to - this way or another
Here is link to a well-written answer on reddit: https://www.reddit.com/r/DnD/comments/6qq0v2/medieval_fantasy_city_generator_now...
But is it really 30-40%? That's indeed too much, I'll check it.
Yes, the countryside is quite boring. That's because it's a city generator, not a general map generator which place a city in the center :) . So anything that concerns things inside the city has a higher priority for me than anything outside... And there are just too many things inside that need to be improved//fixed/implemented.
Also, as much as I want to generate good looking maps, drawing (not generating) is a bottleneck right now - it takes like 100ms to generate a large city and 1000ms to draw it (approximately). Obviously adding gradients would make things worse performance-wise. I hope to fix it somehow, but for now...
The latest version (published ~an hour ago) allows you to specify some of the city features (coast, castle etc), more will be added later. Rivers will be the theme of the next big update (I hope).
Actually I tried that and the problem was that it seriously messes with streets, maybe because cities the generator produces are just too small to accomodate a castle inside them. I'll try to resolve it somehow because it's a really popular request.
It's a town/city generator, not a general map generator. For this reason I don't care much about anything beyond its borders and farms are there only to make an empty space around a bit less empty :). Waterbodies are different of course because they affect a city shape, but forests do not. In the beginning I considered adding a heightmap to generate a city according to it but then rejected the idea (for many reasons).
I'll try to fix temples in future versions, because their often wrong size is not the only wrong thing about them...
Thanks for the comments guys!
This is what I'm going to add to the game:
These are small changes and I hope it's not against the rules of the challenge.
I doubt I'll be able to squeeze a tiny tutorial into it though, but maybe an overlay with labels like "Action points", "Your health" etc in the beginning of the game will be enough?
Thanks for a long and interesting post, sorry for not replying to it earlier! Answering to your question at the end of it: some of your suggestions can be implemented and the others... can be implemented too, but not in this life :)
First of all please note that this generator doesn't try to model a city. It just generates images which look (from afar) like maps of medieval cities. For example it was too time-consuming (for me to code, not for the generator to generate:)) to create realistic layout of small streets, so instead I used simple randomised bisecting of blocks to create an appearance of chaotic alleys. And it works if you don't look too closely. As a matter of fact there are no individual buildings, only plots of land. That's about "small castles", "noble dwellings" in slums etc. I hope to add houses to these plots later, but I don't have a clear idea how to do it yet. Then I will assign functions to all them, populate them with citizens, create biography for every citizen etc :)
Thanks! Implementing an editing mode is a big task though an interesting one. Maybe I'll try it later on a more stable stage of development. Same for forking: now when I add any new feature it leads to massive refactoring and maintaining open source would be a pain.