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watabou

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

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Thank you!

The "Permalink..." item is the second from the bottom in the context menu. It works exactly the same as the link in the address bar of the Arcana version, i.e. it doesn't include modification made to a generated map. I am working on the JSON export feature and maybe it will become possible to import the files back making it possible to save and load (modified) maps normally.

I'm not sure I get what your goal is. I thought you just needed your "normal" map in high resolution (256K) and that's what you can achieve by exporting it as SVG, scaling up etc. Of course in this case individual objects become large (in pixels). If you need a map made of a large number of hexes, you can request one in the Region parameters dialogs by entering large numbers in the Size fields, but it can't be larger than 4000x4000 or something like that. And you can do both - generate a large map (4000x4000 for example) and scale it up. It is also possible to make a map look larger by using smaller values as Clutter scale and Town scale in the Style dialog.

Selecting the large tag is the only way to request a large dungeon. You can't get a dungeon larger than something like this: https://watabou.github.io/one-page-dungeon/?seed=1995920918&tags=large,chaotic,w....

It is not, for me it loads json files from all supported generators normally.  Could you check your browser console for any error messages?

First you need to click on the generator area to allow it to register keystrokes. Does it help?

I just don't think mountain villages are different enough to support them as a special case. I'm planning on adding "cliffs" as an optional feature, maybe they can be used to make a map look more mountainous.

Do you have an example of a mountain village map?

Abilities are not great (they don't create new strategies or interesting synergies), but they're not completely useless:

  • "Improved thrust" is in fact the most powerful combat ability. Comparing to the default thrust, it does 3 points of damage (vs 2) and costs 2 points of energy (vs 1). That sounds underwhelming, but in practice it means that you can kill a zombie in 2 turns (vs 3), a fay in 1! turn (vs 2) and a witch in 2 turns (vs 4). It's a big and important difference.
  • "Swing" only makes sense when you're fighting more than 1 enemy. I think it's a decent starting action if you're using the default thrust (not the improved one). Also, it creates a quite powerful combo with the unstable shroom against 3+ enemies (because shrooms do more damage to already damaged monsters).
  • "Slam" too only makes sense against multiple enemies. It does the same amount of damage as the default thrust and costs 1 more point of energy. In addition, it shuffles the enemies and interrupts their powerful moves. It's rather situational.

It is not possible to export a map as a 256M bitmap image, but you can export it as SVG and convert to anything you need (and your tools allow).

When you visit a new area, the danger sense picks one of the adjacent unvisited areas and marks it if there is an ambush. This way it works reliably in "corridors" and less so in "crossroads". Initially I tried to mark all the neighbouring ambushes, but it felt boring.

Yeah, couldn't wait any longer.

You can either save a permalink to a map ("Permalink..." in the context menu) or export a map as SVG or PNG image ("Export as>" in the context menu).

No, I get it. What I meant is this will be fixed in the next update.

This generator (like all my generators) has very limited editing capabilities. They will be expanded in the future, but I don't plan anything radical - this will not become a map editing application.

Sure 👍

...most of the time the structures are generated with excessive corridors...

I don't think there are *too* many corridors, but I'll probably add a tag for preventing them from spawning entirely.

...it would be interesting if it were possible to choose where the door will be generated...

That's on my list👍

Yeah, this will be fixed 👍

This is not the first report of problems with settlement deletion, but unfortunately I cannot reproduce this. If you don't need settlements at all, you can hide them instead of deleting: choose Details > Towns > Hidden in the context menu.

Planning to do 👍

  1. This one shouldn't be too difficult to implement.
  2. And this is something I'll have to examine closer.

Thanks for the explanation!

You can change the background colour in the Style settings dialog (Style settings > Terrain > Ground).

Yeah, that bothers me too, so I'll probably fix it before the voting ends.

Thanks! This exploration style was my only idea (as a fix for my older 7drl game) when I started, so the rest seems rough and underdeveloped.

I'll think about it, but yeah, actually the idea was that you could generate villages until you got the right one. Generation takes a fraction of a second, and it's not like there are a huge number of parameters, so it shouldn't take 3 hours. 

If you have specific requirements for a river or a highway, you can first find a map that satisfies those requirements ignoring the village itself. Then you can "Reroll village" (via the context menu or by pressing Shift+Enter) to get a good distribution of secondary roads and houses.

Thanks! I don't use battle maps myself, so I don't know what makes a good battle map.

I'm not familiar enough roll20, sorry. I guess you checked that the hexes mode in the generator is set to "Pointy topped" or "Flat topped"?

(1 edit)

No, it's not possible. The generator doesn't use any pre-made assets (and can't import them), everything is drawn procedurally. 

Are you asking about cities? All you can do is to choose between "pins" and actual icons (Details > Towns), change their size (via the Style dialog) and slightly change their look by rerolling internal parameters (Details > Towns > Random icons).

I'll probably try to make it more "minesweeper-y" by providing hints about adjacent cells to make exploration more focused and less random.

Does it run in portrait layout for you? That's weird, it is supposed to run in landscape, and it does for me (though not flawlessly).

When a player is out of energy, abilities drain his health instead. 

"Swing" does less damage, but it affects all enemies present. It was a last moment addition (just to have more than one ability), so it's not balanced, carefully thought through or anything :)

Right-click anywhere to open the context menu.

Not at the moment, no. People sometimes ask about something like this, and I've considered the idea, but apparently everyone has quite different things in mind. A full-fledged editor might work for most cases, but that's definitely beyond the scope of this app.

Could you describe what you do to delete a settlement (or a "danger") and what happens after that?

I did have some plans in this vein but not anymore. I'm considering creating a new, somewhat similar generator, but for more point-like locations (e.g. crossroads or squares) instead of districts. It could be linked to the city generator.

In this case there is only one left rectangle. There is no right rectangle (which should be the same as having a transparent right rectangle if you need it for some reason), so the hatching is not obscured. There is no explicit corridor underneath all this, so I don't need to care about showing/not showing it. The whole cell is a corridor and a door at the same time.

I'm sorry, I have no idea why this doesn't work for you... You definitely don't need parentheses. The font name should be entered exactly like it's spelled in whatever tool you're using, but the case doesn't matter. For example, "times NEW roman" will work, but "times    new roman" (with the additional spaces) won't.

Thanks!

I have no such plans. I don't know what controls could that be in the case of these facades, lots of checkboxes? I'll think about.

To be honest, I don't think the Sails sliders are very useful, they're more of a gimmick than a practical tool. Same as the generator itself :)

Sorry, that's not possible. There are no such things as individual rooms or corridors, no pre-made assets that could be extracted. Everything is created on the fly and drawn as part of the whole dungeon.

The complexity parameter affects the complexity of generated sigils on average. Its effect is more visible when the "7 x 7" view is selected.

Can you post the COA string you're having trouble with please?