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watabou

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A member registered Oct 31, 2014 · View creator page →

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I don't use other creators' assets, nor do I use my own - everything here is drawn procedurally. There is this tool though that allows you to download town icons: Perilous Icons.

https://itch.io/app

https://itch.io/app

I tried to make something like this long time ago: https://www.patreon.com/watawatabou/posts/city-painter-39697187 (the link to the tool itself is broken). I didn't like how it felt, so I abandoned this branch of development. But the general idea makes total sense of course and most like I'll try implementing it (this way or another) again at some point.

So you're in love with my art and for this reason you thought that would be a good idea to take my generators and sell them on your site as your own? That's bold.

In case it's not obvious, you can use output of my generators "as you like", but not the generators themselves.

But drawing a blueprint of a dungeon is basically drawing the dungeon itself, isn't it? Once the rooms and corridors are there, there's very little left to generate...

Have you tried using the itch desktop app for that?

Maybe I'll add paid desktop versions to some generators. It's just so much work to build native applications...

There is a chance I'll merge these two generators because currently their functionality overlaps too much. In any case, right now Dwellings can't even import its own jsons let alone files from other generators :)

Check this: https://itch.io/post/15756843

No, but you can use its permalink. No manual changes are saved this way though.

I don't plan to open the source code anytime soon. This particular generator uses the Parish-Müller approach (or rather its "sequel"), which is pretty common and easily googleable by this name.

Yeah, something like that will be implemented in the next update 👍

None that I know of, sorry. Most of the fonts work for me (I'm on Mac). As far as I remember, all the fonts I downloaded from Google Fonts work fine. In some cases when a font doesn't work, the problem seems to be in its name: it should be entered in the generator differently than it looks in system tools.

The full list of the keyboard shortcuts is available here. Adding a shortcut for shortcuts seems excessive to me :) Especially since they don't cover the full functionality of the generator anyway.

Inns/taverns are definitely on my list, but right now the generic algorithm I use is probably not good enough to deal with requirements this specific.

Thanks for the link!

Regarding editing

Personally, I'm not interested in editing - I’m interested in procedural generation. If the output of my generator requires too much manual editing, I'd rather not publish it than spend time on tools for making those adjustments. However, if there's an easy way to implement some editing capabilities in a generator, I do it. I don't see how this could be done here, but maybe I'll figure something out later.

Regarding generation

There are several reasons why these layouts often make only a “limited amount of sense”. One of the main ones is that I’m not making an app for planning real houses, it’s not CAD. This generator is designed to create maps of "house-like dungeons”. Some features unconventional for regular houses are added specifically to make these plans suitable for in-game exploration, loops for example. So too many non-rectangular rooms are not a problem imo. Access to the living room only through the kitchen is a problem, but not a huge one. The lack of support for circular plans IS a problem. Ideally, there should be a slider for setting the desired level of “normality” and maybe there will be one someday.

You can try "restrictive rerolls":

  • Shift+Enter rerolls the inner walls, but doesn't affect the ground plan, number of floors etc.
  • Ctrl+Enter (Cmd+Enter on mac) keeps all the geometry, but rerolls the room labels, so it can turn a Hall into a Kitchen for example.

Thanks for your ideas! I think the main problem with this game is that combat is boring. And I can't remake it completely, because it will break the rest of the game. Maybe I'll try to rid of the determinism, e.g. zombies could inflict 1-3 damage instead of 2.

👍

If you're attacked, you can only fight to the end (in the future I might add an ability to flee or something). However, one way to avoid enemies to stop exploring the level once you believe there is nothing important left and know the way to the next one.

That's why there is no in-game mute button - because I thought players could mute the tab. But yeah, I can add a keyboard shortcut for that, especially since I plan to add some music to the title screen.

1PDG has a tag similar to the "burrows" tag in CG: "winding". Internally, it works differently (because the two generators are completely different in general), but it has a similar effect of producing more corridors/tunnels. Example: link.

I don't know if it's new, but I wasn't aware of it before. This doesn't happen every time, so for some maps permalinks work correctly. Larger maps (especially huge ones) are more prone to this bug. I'll try to fix it as soon as possible. Cheers!

Hi! For me the viewer works fine with all configuration combinations incl. "Windows" (macOS + Chrome). Occasionally, I receive similar reports, but I don't know what causes the problem and it looks like the viewer still works for most users... A couple of question:

  • Do the built-in maps display normally?
  • Have you tried exports from other generators (VG, Urban Places)?

You can also get resolve by reading the catlogue.

Yes, through the Grid submenu of the context menu.

https://www.patreon.com/posts/perilous-shores-152377062:

❗Please remember that you cannot restore a map created with the blueprint editor using a permalink.

👍

I'm not sure how this should work from the user's point of view. Have you considered exporting a map without notes (Notes > Symbols) as an image AND a as a Markdown file (Export as > Markdown)? This way you would have the map itself (no text) and all the notes in separately. I don't know what to do with them next, it depends on your procedure :)

It is not possible to make the roofs look exactly like in the village generator (the method only works with rectangular buildings), but some improvements are planned: https://www.patreon.com/posts/114858238.

No, sorry.

  • Having a crush has no point - you either have a crush or you don't :) Its mechanic is described in the original Teen Island.
  • This game is created as a "faithful automation" of the original rules of Teen Island, so I'm not planning to change or extend them.
  • Deaths are displayed in red because they are important events and I don't want them to be missed.

Thanks!

  1. Of course.
  2. Are you sure you're not confusing "dangers" and actual landmarks? Both are clickable, but dangers are assigned links automatically, and landmarks have editable descriptions which can be used to store custom links. Eventually, everything (settlements, dangers, landmarks) will have a description, an editable link and an easy way to navigate it.
  3. 👍

Awesome!

It's a barred door. Mechanically, it's supposed to be the same as a portcullis - you can't walk through it (but maybe you can see through it if it matters in your game).

Actually, the area IS NOT regenerated with a slightly different seed, no generation happens at this moment at all. But the area IS REDRAWN and since drawing a map includes some randomization of its own, you get a slightly different image. Anyway, this glitch is related to the way the keyboard focus is handled in my UI library and the underlying OpenFL framework. I don't think it will be fixed anytime soon.

No, there was never an option to rotate the map 90 degrees. But what do you mean by "an awkward angle"?

Literally my pleasure :)

You *can* open the map, the one that was originally generated (using its permalink). But you can't restore any changes you've made to it, such as customs names or added cities. It was originally (and still is) a generator, not an editor, so there's not much you can edit and saving those changes doesn't seem like super important. But over time, the amount of editable stuff is growing, so yeah, it will become possible to import back exported maps, probably soon.