- I don't feel like there are too many triangular buildings. They were a scourge of early versions of the generator, but now most of the buildings are more or less rectangular. Weird shapes still happen in difficult locations (e.g. around towers) and some of them get filtered out. I'm afraid more "aggressive" filtering will lead to noticeable holes in the pattern of buildings. You can try choosing Display mode: Complex to turn most triangular shapes into smaller "polyominoes".
- I think that introducing an additional size parameter will make it more confusing. Also, it might cause a situation when a requested "village size" is too large for a requested "map size" (I guess the opposite is not a big problem). In addition to the map size, there are also population density tags sparse and dense which affect the number of buildings in the village (but not its area/radius).
- Yes, palisades are still on my list. Actually, they will be the next big feature I'm going to try implementing in the village generator.
watabou
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No, sorry, it's not something I am willing to endorse. It's not a question of games vs. books, though. It's just taking SVGs produced by my generators and selling them more or less "as is" doesn't sound like a fair commercial use of free tools (unlike creating illustration for original texts, for example).
From https://watabou.github.io/faq.html:
Please note that I strongly disapprove abusing this "license" by selling generated maps.
You can create a city larger than "Large" by entering a custom value (up to 200) in the Size field of the Generate window (enter your value and press Enter). Here is an example (pop. 180K):
https://watabou.github.io/city-generator/?size=150&seed=975836823&greens=0&citad...
That's what I meant in the post by "looking like greenhouses" :)
When the Raised checkbox (on the same tab) is checked, the roof details are drawn as if we look at them from a slightly lower position, not exactly top-down. In case of gable roofs, the implementation is flawed: when examined closely, the buildings look like greenhouses. I am not planning to fix it right now, maybe later.
There are two slightly different versions (itch.io version and Arcana version) of each of the following generators: Perilous Shores, MFCG, NG, Procgen Mansion, VG, 1PDG. For example, for MFCG the web address of its itch.io version is https://watabou.itch.io/medieval-fantasy-city-generator and the web address of its Arcana version is https://watabou.github.io/city-generator/. Only the Arcana versions of the generators can access the address bar of your browser and pull parameters from there. You can't parameterize the itch.io version of a generator via a url, because on itch.io applications are run isolated (in an iframe).
Here is the same city with and without a castle (note the castle parameter in the urls):
Hi!
- Four of my generators support JSON export: MFCG, VG, NG and 1PDG. MFCG, VG and NG use the same type of JSON (with buildings, roads, tree etc.), but only MFCG accepts the export url parameter. 1PDG uses a different type of JSON and it also recognizes the export parameter.
- All of the Arcana generators can be parameterized via url variables, usually by requesting specific tags. For example this should give you an isolated densely built village of the default size.
- Could you send me a link that gives you that error? Adding export=... should work.
I get the problem, but...
Short answer: it is not doable.
A bit longer version: individual map cells ("polygons") are not independent, they affect their neighbours in multiple ways depending on their content, so it's not possible just to replace one cell with another. In previous versions, something like what you propose could be implemented (here is a similar idea), but not anymore.
Maybe in the future I'll find a way to make local changes, though.
You can request a dungeon with a set of specific tags via the url parameter "tags" :
https://watabou.github.io/one-page-dungeon/?seed=177003564&tags=backdoor,chaotic....
It is also possible to make the browser download a map (as png/svg/json) right after it's generated:
https://watabou.github.io/one-page-dungeon/?seed=1143801683&export=png
Since it's a purely client-side application, there is no real api to work with it.
Unlike Cave Generator (with its connected and tree tags), here I have much less control over the way rooms are connected. I'll think about it, but right now I don't how this could be implemented in this generator.
This is what you can do with district labels:
- You can hide all of them at once (Style > Elements > Districts Hidden). You can't hide individual labels, but you can rename a district to a space character(s) effectively hiding its label.
- You can't move district labels, but you can change the shape of districts (using the Warp tool) to achieve better label placement.
- You can resize district labels using two separate parameters: Style > Elements > Font size and Style > Text > Labels.
Thank you!
- I have no plans to implement "dynamic" generation (for some reason, people ask about this a lot) - there are too many features that are incompatible with the idea. Not in this generator anyway.
- And no plans for an API - this is a fully client-side application, so implementing anything resembling an API would be very awkward.
From time to time, I build desktop versions (for Windows and macOS) of my most popular generators for my patrons. The last time I did this about a month ago. Unfortunately, using the same version doesn't guarantee that a map will be restored from its permalink exactly the same (at least for some of the generators). I know it undermines the whole idea - it's a bug to be fixed.
This glitch plagues all my generators, appearing out of nowhere. It is not related to anything specific in this update, not directly anyway. I've never encountered it myself, so it's yet to be fixed. For now, you can try the Arcana version.
Maybe one day I'll try to reimplement those arrows, but for now, the new way of displaying room names is the only one available (https://www.patreon.com/posts/dwellings-1-3-0-96522502).