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watabou

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

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Thanks! 

The generator does that, but quite rarely (example). That's not not how rooms are usually connected in real buildings, at least in relatively small ones. However I understand that having loops in games makes sense, so I'll probably add a tag to request more connected plans 👍

Nope. But I'll check how hard it is to implement next time when I update this generator.

(I replied to this on Patreon)

You get it all mostly right. Please note that I'm not concerned with line of sight and in some case I can't say wether you can see through a specific type of a door. Even a regular door (type 1) may have a small window, so it's open to interpretation.

  • 3 - Entrance depicted as a staircase leading to the room.
  • 5 - Locked door. The key is somewhere on the map.
  • 7 - Barred door. Semantically it's the same as portcullis i.e. it's impassable.
  • 8 - Exit depicted as a staircase leading from the room.
  • 9 - Steps. Basically the same as type 1, but with a hint of a difference in level between the two rooms.

It's complicated as I personally don't use any vtts, but it's a popular request so I think this will be implemented eventually.

There is no import feature at the moment, so JSON export is only useful for those who want to import these plans into their own tools. Implementing the import wouldn't be difficult, but I don't think it's really necessary, as the generator doesn't allow much editing.

Thanks! Yes, it works exactly as you described: a couple of "hair bundle" shapes, three zones where they can grow, and a few simple parameters that determine how exactly they grow. In the update, I added moustaches and beards (two more zones), but it doesn't work great.

It's not possible to specify a colour for a district, but you can try changing parameters on the Tints tab of the Color scheme dialog if you're not happy with the colours assigned randomly.

I'll try to implement this, although it may be harder than it sounds, so I can't promise anything.

In short, I have no idea why this happens to you, I've never seen reports of anything like this. It looks like all the text strings inside the game have been scrambled, probably the downloaded js file is processed somehow locally on your computer (some special unicode treatment?). Brave is the usual suspect, so you may want to try another browser.

You should and next year I'll remind you in advance :) Cheers!

Maybe just a little.

What browser do you use? I've updated the generator, so maybe it helped somehow? I didn't try to fix this specific bug though, because I have no idea what it could be...

Yeah, the upcoming JSON export will provide enough data to easily reconstruct the graph of each floor (and the entire house).

I have something like this on my list. Unfortunately, more complex shapes (that is, anything other than rectangles) are not compatible with my "fake perspective" trick (I mentioned it here) and I'm not yet ready to abandon it.

The problem is that you can save the changes, but you can't load them back (post). For now, saved (exported as JSON) maps can only be loaded in HexView.

Unfortunately, I'm not qualified to create a space sector generator. I think I've only played a space ttrpg two or three times in my life,  it wasn't Spelljammer and we didn't use any maps...

I hear you. I don't think this (opening the source) will happen anytime soon though.

I'm not sure I understand. Do you mean that when selecting a random style (via the Style dialog or by pressing 0), the generator would sometimes assign "Ruin" as the roof type? Because that's what it does.

You can't import it back in the generator, only in the City Viewer.

You can use images created by the generator as you like: copy, modify, include in your commercial rpg adventures etc...

I'm on a Mac and I don't have Firefox installed at the moment, but on Chrome it works as intended.

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There are a couple of problems with guaranteeing specific rooms. The first one is technical: the method I use is not suitable for this. To generate a house I first create a floor plan (or plans if it's a multi-storey buildings), a set of rooms of varying sizes. Then I try to assign them "roles" - bathroom, kitchen etc. As a result, it may happen so that there is no suitable room to become a bathroom for example. There is a core set of "roles", which my algorithm kind of tries harder to assign, but...

Another problem is UI: creating a tag or a checkbox for each room type doesn't sound like an elegant solution :)

Hopefully, I'll find a way to resolve all this somehow, but I don't think it's a huge problem. After all, if you need a specific room to be present, you can take any other room and rename it.

This feature serves two purposes:

  • First, so that other developers could load these exported maps and do something interesting with them. I know it's a niche thing, but still...
  • Second, so that the generator itself could import them back. This functionality is missing, but I intend to add it later. I'm tired of the project at the moment, not in general. I'm not done with it :)

I'm not planning to open source it anytime soon.

Yeah, I'd like the layouts to have more sense, but I don't think it's a huge problem - after all they're not plans for real world buildings. Some weirdness and "maziness" in the game doesn't hurt (much).

  1. Agree.
  2. If you mean renaming rooms, you can do this by clicking on an existing label.
  3. To be honest, I don't know what scale this is, since I don't use these maps as battle maps (I don't use battle maps at all). It's difficult to keep proportions right on a fixed grid, so the goal wasn't to make the bathroom 10 times smaller than the bedroom and the bedroom 10 times smaller than the ballroom, but just to make the bathroom the smallest room and the ballroom the largest.
  4. That was my initial plan. In the end I chose abstract shapes instead for two reasons: first, creating a meaningful layout of specific furniture items is a non-trivial task by itself, I can't just scatter beds and chairs randomly. Second, I want to keep the generator somewhat "setting-agnostic" and there is no such thing as a setting-agnostic table :)
  5. None of my generators support any VTT export because VTT is another thing I personally don't use. But yes, that's on my list.

Works fine for me. Most likely your browser is blocking the download. Although downloaded files do have weird names...

https://dysonlogos.blog/2013/12/23/the-key-to-all-this-madness/ (the generator use only a few of them)

The method I use to generate these maps cannot take a height map as input, so creating a height map (of a hill for example) first and then aligning streets to it is not an option here. Overlaying the streets with some kind of elevation markers (e.g. contour lines, as you suggested) IS an option, and I'll probably try this in the future, but not anytime soon.

If elevation is important for you, you can try using Village Generator with its hachures and shaded ground.

Its predecessor Toy Town had ground shadows, but 3D is not my thing, so in City Viewer I decided  to focus on other things.

Not sure what are talking about - there was never a button in the top right corner.

I just added that :)

I think the only AT reference here is that the friend's name is Jake and he loves sandwiches so it's not like the same world or anything like that. But yeah, the show affected me when I made this for the jam :)

The subject is the same, the implementation is completely different.

You're right. Thanks!

I just wish I could figure out the rosetta stone to match my hexgrid, origins to the other sizes of maps you can generate (it only handles 1800x1800 right now). 

I don't have an elegant solution for this and the "warped" hex mode complicates the matter even more...

Oh BTW, what other site(s) should I post this on (figured it would be hard to explain to generic folks not familiar with your stuff) ?

Well, the r/FantasyCities subreddit seems like an obvious candidate and maybe r/Solo_Roleplaying, r/rpg_generators and similar ones. If you have a Twitter/Mastodon/Bluesky account, posting it there wouldn't hurt either I guess.

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Oh, that's very cool! I don't know what to do with it, but it feels almost like a real game :)

I suggest sharing this somewhere, it might get lost here...

No, the only way to restore a village is to use its permalink.

I'll try to implement this in the next update of the generator.

Procgen Arcana IS a multiplatform app (by virtue of being an website)! :)

https://itch.io/post/13346690:

> Possible values of the "terrain" field are: waterrocksforest-lightforest-darkforest-deaddesertswampmountain.