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watabou

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

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Here is a copy of my answer to a similar question somewhere else:

    1. I choose a size of a mansion in "squares". The smallest possible mansion is 4 squares big, the largest is about 200 I guess. When it's too big it stops looking like a a single building, more like a cluster of several ones.
    2. Then I generate a polyomino of that size. This becomes a ground plan of a mansion. The smallest mansions look like Tetris pieces when viewed from the top.
    3. Then I split this shape into rectangular "wings". For that I look for the largest rectangle within it, then the next and the next etc.  Large wings have more floors, small wings have fewer of them (unless they can be seamlessly attached to large ones). One-square wings become towers.
    4. At the end I build a 3D model of this stuff.

If you need just a floor plan, than a short summary of this algorithm is "generate a polyomino, split it into rectangles". I hope it helps :)

https://twitter.com/watawatabou/status/1060681167165370369

Thank you! I'll check it. Meanwhile the SVG looks fine for me. Btw, what browser are you using?

Thank you!

Hi!

  1. That's weird, I've never seen such glitch before. Is it visible in the generator itself, not on the exported PNG? Could you send me an SVG file next time when you encounter it again?
  2. In the future desktop version of the generator it will be possible to customize how every element of map is drawn, but for the web version I'm going to keep using 4-colour palette. It's not hard to implement a way of specifying what are those 4 colours, but it won't help with your issue. You may want to try exporting maps to SVG though. I know that working with vector graphics may seem cumbersome, but there you can select objects/groups of objects precisely without worrying about antialiasing and similar things.
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Thanks!

I'm going to create a small post about it, but roughly it works like this:

  1. I choose a size of mansion in "squares". The smallest possible mansion is 4 squares big, the largest is about 200 I guess. When it's too big it stops looking like a a single building, more like a cluster of several ones.
  2. Then I generate a polyomino of that size. This becomes a ground plan of a mansion. The smallest mansions look like Tetris pieces when viewed from the top.
  3. Then I split this shape into rectangular "wings". For that I look for the largest rectangle within it, then the next and the next etc.  Large wings have more floors, small wings have fewer of them (unless they can be seamlessly attached to large ones). One-square wings become towers.
  4. At the end I build a 3D model of this stuff.

That's it.

Yeah, it seemed to me that there were just too many windows when they started right from the ground. I've made some changes since then, so maybe I should change that "no ground floor windows" rule...

Press Enter to generate a new mansion.

Thanks! Sometimes these patios are completely inaccessible (other than through a window) - that's pretty unhygienic  :)

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Thank you!

There is probably a proper name for such license, but basically it's the same as with MFCG:

You can use maps stuff created by the generator as you like: copy, modify, include in your commercial rpg adventures etc. Attribution is appreciated, but not required. 

I am definitely going to try it at some point :)

It's totally possible and probably not even that hard depending on requirements.

Thanks!

They've changed it in recent versions of lime and openfl (made the Renderer class a part of the Window class or something like that). So to compile it you'll need to either switch to an older version of openfl+lime or fix the code from the repo to make it compatible with the latest version. I'll update the code later, but probably not soon.

It's a planned feature for the future "desktop version".

Yes, it will be implemented at some point in the future

Currently there are 2 types of roads: main roads (running from the city center to the edge of the map) and regular streets within wards. In the future the main roads will be editable, but not the regular streets. The only thing you can do with streets is rerolling them by shift-clicking the ward.

I'm working on something like that: https://twitter.com/watawatabou/status/1026594088353705986

Ok, I'll consider adding "easy mode" with AI enemies nerfed.

Multiple rings of walls (and not only rings) is a popular request. It's not possible with the current algorithm, but I hope to fix it later. Meanwhile here is an image as a recognition of the fact that people need more walls: link :)

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No worries at all. Here are a couple of my comments on what a gate ward is: link1, link2 (people ask about it a lot). So it may contain some... guards-related buildings (barracks, armories, a gatehouse itself etc), but definitely not only them. Like with the most of other ward types the name of this one is supposed to be treated as a hint, not as a literal explanation what is there. Also I'm planning to replace them all with something more subtle in the future.

Thanks for the feedback.

In the last update I've added an option to change the font size of annotations, it should help a little. In theory I could implement a smarter algorithm to place them, but to be honest I always considered labels to be a feature of little importance. As far as I can judge people don't use them much. When there will be more interesting generated neighborhood names I'll try to do something to fix the situation, maybe I'll add map legend as an option.

That's on my to-do list.

What's wrong with gate wards?

I'm working on something like that: https://twitter.com/watawatabou/status/1026594088353705986

How exactly it doesn't work? Blank "screen"? 

I don't know how you combine them (do you make a large city of several smaller ones, create a region map with several separate cities or something else?), but it's seems to me that such things are easier to do with svg export - no quality loss and also all svg's come in the same scale.

Cheers!

Instead of a map orientation I can try to implement a rotation tool as a part of the "warp" tool. It should do the trick if I understand correctly: generate a city with features you need and then just rotate it to have the coast on the north or wherever you like. Am I right?

Some of the features you request are not hard to implement as such but they require further complication of already too complex menu system (castle and coast location, districts customization). Right now it's not possible to have more than 1 layer of walls, as a large part of the generation process depends on a binary state of each map region "inside/outside city walls", but I hope to fix it later. 

What does "move wall to edge" mean?

Merriweather

I'm considering remaking the whole rivers system to enable a wider variety of water features including tributaries, islands etc.

I'm considering remaking the whole rivers system to enable a wider variety of water features including tributaries, islands etc. For now the only mean of achieving such things is Photoshop :)

Mines? Within a city? o_O

To be honest I don't see how a mountain range would affect a city. A city needs to be really large (like a modern metropolis) to be "distorted" by such big landscape features as mountain ranges.

Sorry, I don't know how I missed this. I doubt you still need the answer, but just in case here it is: the generator exports taking into account the currently selected palette (and most other options), so you just need to switch to b&w palette before exporting.

Thanks! Names are just chosen randomly from a relatively small vocabulary. The original idea was to query them from WordNet (or similar database), but that would be too much work :)

What would be the point that to submit it to PROCJAM otherwise? :)

Once a card of the current deck (of 78 cards) is generated it stays the same. To get a new deck refresh the page or press 1, 2, 3, 4 or ~.

I started early and I did it because I'm on a trip exactly for the duration of the jam :)

It was my initial plan, but I failed

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Click an attacker and then click an enemy to attack.