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watabou

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

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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.

You can't import back an exported map, but you can open that exported json file in a text editor or in a browser and locate a line which looks like this:

"origin": "https://watabou.github.io/perilous-shores/?seed=1408185754..."

That url is a link to your original map. "Original" means that it doesn't include any changes if you did any.

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Personally, I'm interested in procedural generation, not editors. Also there are too many editing tools (Campaign Cartographer, Wonderdraft, Inkarnate etc.) that together cover every possible cartography need - I don't see what my tool could offer that others don't. However I consider adding a "land painter" to Perilous Shores to allow marking which parts of the map should be land and water and then filling it with details automatically.

Hi! I'm not sure I understand what you mean. A separate tool for "drawing" regions like these manually instead of generating them?

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Hi, 

If dragging a note makes the generator to create a new dungeon, then I guess you're using it on a phone or tablet, it it right? Touch UI is seriously messed up here (even more than in my other generators). There are ways to make it work, but overall this generator is not designed to be used on mobiles. In the next update a few touch-related bugs will be fixed. I don't know when this update will happen though.

Meanwhile this is what you can do:

  • Try automatic rearranging of the notes (Notes > Rearrange notes), maybe the generator will find a better layout.
  • Try disabling the Zoom-to-fiit and Rotate-to-fit options. The screen space will be used less efficiently leaving more space for notes.

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.