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watabou

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

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  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"?

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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?

Hi Dan!

The "notes" parameter (or anything of this kind) is not currently supported. The last selected notes mode is saved locally, so it may sort of "work" in one browser but not in another - you have selected different modes in different browsers. If you need to download maps without notes, all you have to do is to select "Notes > Off" once and that's it. No more notes until you changed it.

Sorry, I don't get what you mean.

First of all, it's sad but normal that you probably can't restore your old maps - I update the generator, the algorithm changes, the same parameters produce a different result now. I mean I understand the inconvenience, but there is no way around for a an app that is still under development.

Second, this particular generator works with permalinks... weirdly. It doesn't update/remove unknown parameters, it just ignores them. That "162328916=1623289160" doesn't have any effect, but stays there for any new map. I guess I should fix it. The actual permalink is this:

https://watabou.github.io/neighbourhood/?tags=leafy%2Csecular%2Clarge%2Carea&see...

I might do something similar for elevations, but if I do it will be just a strip of four views because creating a whole UI with cols and rows seems too much.

You can create it manually as a text file where each line is the name of a point of interest.

Even if you set the size manually, you won't be able to get a city large than than 15-25 kilometers across.

This is a 'statue', one of three special symbols (the other two are 'altar' and 'tapestry'). I'll probably remove all of them in the next update in favour 'abstract furniture'.

You mean, will it be possible to use those value as parameters? Unlikely. The number of buildings is a technical piece of information - nobody says "it's a town of 500 houses". Population is a pretty arbitrary value - if you need a town with 5000 inhabitants, just take any town and state its population is 5000.

I'll think about it, but with multiple floors and "thin" walls it's much less obvious how to export these plans (that is compared to dungeons).

You can get a map with very few or no mountains by selecting the "lowland" tag.

I'll probably do it, but for now you can try making them almost invisible via the Style dialog: Wide: 0, Narrow: 0, Outlining: None, Color: the same as the ground colour.

I'll consider this 👍

It's not too hard to implement, but it will make everything... conceptually messy. For example, if you remove a wall between two rooms, will they become one new room? This would affect labels, props (furniture), rooms connectivity.

  • Small: 3-6 rooms
  • Medium: 6-12 rooms
  • Large: 12-25 rooms

There is no maximum width/height. Small, medium and large refer to the number of rooms.

Hi,

  • Yes, for islands the "main" water polygon is the last one and the rest of them are "holes" in it.
  • I have no idea what those rogue vertices are in your image. Usually, there is only one water polygon in an estuary map unless there is an additional island. Could it be a degenerate zero area island or something like that?

Yeah, I'm going to release an update with a fix for this bug (among other changes) in a couple of days. Cheers!

Here: https://www.patreon.com/posts/desktop-versions-96122791. Or install the itch.io app.

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The generator is not optimised for mobiles. The idea was that you wouldn't be able to do much on a small screen anyway, so the only easily accessible operation  is the most important one - generating a new map.

You need to check "Show forests" (Style > Misc).