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watabou

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

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Привет! Если этот город - Москва, то конечно, почему нет :)

Developing one giant (OK, maybe not "giant" but still pretty big) application is significantly more difficult for me than several smaller ones with the same functionality. And so far all the integration users requested could be implemented via GET method requests.

Thanks! 

Maybe one day this will become possible but not anytime soon. Towns and (to a lesser degree) dungeons are not just placed randomly on map. They get verified not to be too close to each other, they get connected by roads (taking into account all the settlements at the same time) etc. For manually placed location I would have to do the same and this seems kind of cumbersome...

I don't know how exactly parametrization is going to look. Most likely a couple of new options will be added (e.g. "island", "confluence", maybe something else) in addition to existing "river" and "coast". For anything more exotic (including multiple rivers) there will be an option to upload a "water map" image. I just hope the UI won't be too complex, I hate spending time on buttons and checkboxes...

It should be fixed now.

This is going to be the next big addition to the city generator. To be exact, I'd like to make it possible to generate cities on any land configuration including islands and river confluences.

I'll check it. Thanks for the report!

You can choose the size of the map via the "Tags" dialog but there are only three predefined sizes: "small", "medium" and "large". "Small" maps are significantly larger than what you need (smt.h around 10x10 hexes).

In the next update I'm planning to add the ability to request a map of specific dimensions. The goal is to make it possible to generate non-square maps and maps larger than current "large" one, but it could be useful for generating ver small maps as well :)

Depending on how much of continuity between maps you need, this may be pretty hard to implement. If you'd like two "neighbouring" (generated this way) maps to be seamlessly glueable, with roads, mountain ranges etc crossing the edge, then it's almost impossible. If two maps need to be just vaguely coherent (e.g. the original map is a coast running from east to west, then its extension to the west just needs to be a coast as well running from east anywhere else), then it's much easier to implement.

Thanks! I'm not sure I get what you are asking about:) Clicking an empty cell fills it and clicking a filled cell clears it. When you open the context menu over a cell there will be either "Unmark tower" or "Mark tower" depending on whether it's already marked or not. Same with the doors.

The Style dialog is also accessible via the context menu.

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  1. The legend can only be in one of the map corners and its location is chosen automatically to overlap map features as little as possible. As an alternative, you can Ctrl+click (or Cmd+click on mac) any map feature to add "stickers" to all the features listed in the legend and then hide the legend itself via the context menu (or by pressing L).
  2. Yes. Open the Style dialog (via the context menu or by pressing S), click the "..." button and choose "Text".

Yeah, this may become possible in the future.

Yeah, I mentioned that in one of my posts:

...This may change if I decide to implement something like groves after all. I used to argue that woods tightly surrounding a city are historically unrealistic, but for fantasy settlements this argument is irrelevant, so woods are not off the table.

I personally think that city/village maps do not need contour lines because... well, it's just an uncommon combination - it's hard to find a settlement map with contours. But also there are some issues:

  • In MFCG there is no elevation data to build contour lines. I can generate that data separately and draw the contours under the rest of the map. This would work with maps without water I guess, but not when there is a river or a coast. It is possible of course to generate elevation data "compatible" with existing water bodies, but it's more complicated.
  • In Village Generator there is already elevation data it's visualized using hachures. I can use that data to draw contours, but honestly I just think hachures are a better match for "cartoonish" style of this generator. Actually, I tried to draw "imperfect" contours there. Maybe I'll try to do it properly to check how it looks.

Thanks! Initially I was going to implement materials (like in Procgen Mansion) in 1.2.0 but then chose to postpone it for later not to spend too much time on a single update. Hopefully this will be added in the next one.

I'll check this, thanks! It sounds more like a glitch with the context menu, than with the generation itself.

I explained this somewhere, but right now I can't remember where. Anyway, the idea is very simple: the generator builds imperfectly symmetrical dungeons. Every dungeon is grown recursively and when a room needs to be expanded, usually identical wings are spawned to the left and to the right from it. Usually, but not every time - occasionally these wings are not identical, but still (imperfectly) symmetrical. How often this happens depends on the desired level of chaos. This all is supposed to produce something in between boring perfectly symmetrical cross-like or T-like plans and too chaotic layouts typical for more common algorithms. That's it.

Yeah, adding squares/markets/village greens is on my list. Meanwhile you can try generating square neighbourhoods in the Neighbourhood Generator. It's not the same but sort of close.

Cheers! Implementing a warp mode exactly like in the city generator is not possible here, but I'll probably add the ability to draw (or edit) the outline of a neighbourhood. You can request a square by selecting the "square" tag in the Tags dialog.

The values in your table seem right. The formula for population is very simple:

population = number_of_buildings * random_number_around( 5 )

Why?

  • The average number of persons per household was much higher in a medieval rural settlement than in a modern city. The household usually consisted of an extended family (as @SophieNicole mentioned): the main couple, their children (not 1-2, but rather 3-4), some of their unmarried brothers and sisters, the husband's parents etc.
  • I use a much smaller multiplier (5) than a reasonable average number of persons per household to take into account the fact not all buildings are farmhouses. Another reason is to make that value not so odd for a modern eye.
  • I use random numbers instead of a fixed value to disguise the simplicity of the formula (otherwise the population of a hamlet of two houses would always be 10 for example) and also to "emulate" cultural differences.

Hi! Yeah, I've seen this thing. No, I don't get any money from it. It's not nice, but technically it doesn't violate that informal license ("you can use images created by the generator as you like... attribution is... not required"). The problem here is not that someone makes money from it and I don't, but that this book is actually a fraud, the "author" sells stuff which is supposed to be free. There are a couple of reviews mentioning this fact, but unfortunately they are not top voted.

Hi! I have a Patreon which I use mostly as a blog (with most posts being public). The only real "reward" for my patrons there is that occasionally I build and make available native versions of my generators including 1PDG. So if you want you can become a patron to access those native (win, macos) applications.

Alternatively, you can try to download all the files of the generator from itch.io to run it locally. It is definitely possible, but I can't provide any instructions - that's not my area of expertise.

Cheers!

OK, in the end I had to add a small dialog window with a slider for map rotation because the "shift+mouse wheel" combo doesn't work for some unknown reason.

Nope, sorry, those JSONs are only good for loading them in City Viewer (or for using them in your own software somehow).

I remember this city from your post on reddit :) It got better lighting and tiled roofs - looks cool!

  • Unescaped spaces are a bug I missed because I mostly tested the non-itch version of the generator (where the name is pushed right to the address bar of the browser and gets automatically escaped). This will be fixed.
  • I am going to replace mouse scrolling for rotating the map with SHIFT+mouse scrolling so it wouldn't mess with scrolling the page (I guess that is the problem?).

Cheers!

You mean like there are two unconnected streets and you want them to be connected? No, currently there is no way to edit anything here (except the name).

Hi! Unfortunately, it looks like there is no way to pay me anything at this moment.If you think the changes you need could be useful not only for you, you can try to pitch your idea here :)

3D is not my thing, but generators like this one make me want to create something "3d-printable"...

There is no way to restore health, so basically you need to minimize the number of enemy attacks (each of them inflicts 1 point of damage) and for that you may want to attack an enemy only when your power is 2 or 3 (preferably 3) and retreat when it is 1. Never enter a room with "disturbed spirit" (i.e. an unexplored room) while being chased by a "vengeful spirit".

Right-click to open the context menu, then Export as > PNG or SVG.

Hi!

Currently there is no way to move districts or to change their shape apart from using the Warp tool (which is only good for small tweaks). The problem is you would need some kind of drawing tool to specify where districts need to be and that's not a small task with a lot of nuances to take care of. It's on my list but its priority is low. Meanwhile you can just hide district labels (Style > Elements > Districts > Hidden), export your map without them and write your own names where you want them to be in an image editor of your choice.

There used to be a small wiki about the generator, but after another update which made half of its content obsolete, I scrapped it. One day I'll try to create it again, but right now is not a good time because another large update is coming soonish.

What would you like to be optimized on mobiles? Performance, UI?

Nope. Something somewhat similar used to be implemented in MFCG. Adding a specific URL parameter made a generator to save a generated map right after loading. It is not hard to implement here but I guess this is not what would help you?

Hi. No, custom feature names are not saved as a part of a permalink. But this generator is closer to getting a proper save/load feature than my other generators, so in the future it may become possible to save all the changes you make.

Thank you. Click tags to select/unselect them and press Generate to build a dungeon with selected tags. The resulting dungeon may include other tags and some of selected tags may be missing, but overall it's pretty close to what you are asking about. There is no way to request a dungeon without a specific tag, but I'm planning to add a number of "opposite" tags to achieve the same effect (e.g. "single level" for existing "multi level"). 

It is tied with other generators: you can right-click a settlement or a dungeon to choose "Open in MFCG/VG/1PDG" to "zoom in". Anything tighter would require them to be merged into one huge generator, which would be to hard develope or even maintain.

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For me it works normally and last time it was updated more than a year ago, so it's not like I uploaded something broken recently. All these WebGL applications (City Viewer, Procgen Mansion, Castle in The Mist) are pretty unstable and sometimes they stop working without obvious reason and there is no way (or I don't know how) to fix it. Usually restarting the browser helps.

Thanks! Here is this track: https://freemusicarchive.org/music/Ketsa/33_1342/Haunted_Past