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watabou

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

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This is a more complex matter than it may seem. The placement of a single forest patch can affect neighboring terrains, not always in an obvious way. Maybe this will be implemented someday, but not anytime soon.

Those big roads that go from the city centre to the edges of the map are essentially highways. Or are you asking about something else?

  • For creating a single cavern with 1-2 'side rooms' you can use the 'small' tag along with the 'hub' (and optionally 'entrance'): example.
  • You can't scale hexes in the generator. I would recommend disabling the built-in hex grid and overlaying exported maps a hex grid of the size you need.
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I'll think about it. This might be interesting to make, but I'm not sure I know enough about any of the real life facilities you listed as examples.

What does alignment mean when two levels have different shapes? For example, how can you know that these two levels are not aligned:

?

I think eventually I will, but not anytime soon.

District labels can be hidden by setting Style > Elements > Districts to Hidden (can also be done by pressing L a few times).

There is no such problem in general. I mean, if a road is not exported then it's something more specific, than just the "isolated" tag which I tested many times before (especially since it's a default tag now). Here is a very similar village:

https://watabou.github.io/village-generator/?seed=1026162478&tags=isolated,palis...

And that's how its exported version looks:

As you can see, both the regular (solid) part of the road and the trail part (dotted) are present. Anyway, if you will be able to reproduce the bug, please send me the link so can examine the case more closely.

There are many algorithms for dungeon generation. This one is my own invention and as such it's not exactly elegant. Its advantage is that it can produce maps that look kind of human-made, because they are they are "partly symmetrical". Here is how it works:

  • First we create a "root" room. Every room incl. this one has an origin/entrance.
  • Until some end condition is reached (e.g. we've spawned enough rooms), we pick one of the rooms and add symmetrical children to it: two on both sides from the entrance, one on the opposite end from the entrance or both (three children).
  • This way we get a symmetrical tree of connected rooms. Perfect symmetry doesn't look good, so occasionally we spawn children rooms unsymmetrically - of different sizes or just one to the side from entrance etc.
  • This gives us a "partly symmetrical" map, but it's still a tree and a decent map needs loops, so we add some loops by connecting adjacent room, adding tunnels etc.

That's it. There are some nuances to make it work and more nuances to make it work adequately, but that's the idea.

I don't know about graveyards, but I will probably add some larger, more complex and less generic buildings.

Do you have a link to this map so I can check how it exports for me?

Also these fields shouldn't be there if the 'uncultivated' tag is selected...

Not at the moment, no. I plan to make it possible to label individual buildings when I implement random points of interest.

I'm not familiar enough with roll20 but for me "Align to Grid" works fine. You can also try "Advanced" export and specify the same value in "Dots per cell" as the cell size in roll20.

Currently the save/load functionally is not implemented in any of my generators, you can only save permalinks.

Well, if you figure out a way to do it without me giving you the source code, hosting the generator at your place or anything like that, then yes, why not :) But usually people resolve to pregenerating a large enough number of maps without invoking the generator afterwards (like here: https://hexroll.app/).

Sure!

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  1. There is currently no way to request a building strictly without a basement. But it doesn't always spawn a basement, for a single-storey building the probability is 50%.
  2. My algorithm tends to produce very unrealistic plans for buildings larger than "large", and I wouldn't like to expose it by offering the "huge" option. However, using the blueprint editor, you can request a significantly larger building than those built with the "large" tag.

Cheers!

I'll try to find time to add basic export functionality here👍

If you're looking specifically for building maps (rather than dungeon or cave map) then this generator is preferable as plans produced by Procgen Mansion are pretty useless imo. Dwellings will replace Procgen Mansion on the Arcana  soon.

At the very least there will be a way to mark the entrance.

I don't it's possible since all my generators are purely client-side applications.

You can try to examine the published js code as @BorisTheBrave did with the cave generator: https://www.boristhebrave.com/2023/11/19/how-does-cave-glade-generator-work/

This project is not open source at this moment, sorry.

It is not possible to ask the generator to place the coast on a specific side of the map centre, but you can rotate the map any way you need using the Rotate tool in Warp mode. You can also rotate the compass rose independently.

Currently, there is no way to get more than one fortress and one cathedral on a map, but something like that will become possible in the future.

There is no way to remove roads from an existing map, but you can request a new map with a specific number of roads (Generate > Roads).

Peninsulas are easy to implement (although making them nice and interesting is a bit harder). Islands are much more complicated, but they will be added eventually.

At what point do they disappear? You just enter some names and choose some pronouns and then press "Proceed".

I'm not familiar with Godot, maybe it expects vertices in the opposite order? Last time I checked (long time ago:)), this imported fine into Blender.

Cheers!

Export as PNG or SVG and then print the image normally.

No, these json files can only be loaded in the City Viewer.

You can request a palisade for a village of any size by selecting the "palisade" tag.

You are right, at the moment this is not possible.

This is really cool! My sigils are barely visible there, but I'm glad the generator was at least somewhat useful :)

This is a limitation of the way these two generators reference each other. When Azgaar's generator calls the city generator, it only passes on information about the original map (its seed), but not about the changes made to it. Because of that, the city generator can only restore the original overworld map. This works the same way in the opposite direction when start with a city, switch to the overworld and then try to return to the city.

Yeah, capitalisation is easy to fix. Overlapping labels are not.

Not an easter egg, just a normal very English-sounding random name :)

In the current version it is not possible to request a specific number of rooms, but you request a small (3-6 rooms), medium (6-12 rooms) or large dungeon (12-25 rooms).

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  1. The current version of the generator works pretty differently from the one on github and changing the nature of individual parts of a district would be a bit harder. For example, after a district is generated, it's quite difficult to spawn a new plaza or a castle in it. Not impossible of course, but difficult. This is done in favor of more "continuous" street patterns
  2. I planned to implement something like this long time ago (sort of related: link), but first I am going to rework the whole sea/river subsystem.
  3. I am not sure I get your idea. Why would we need this? To show more detailed buildings in City Viewer? In any case it is not possible with the current architecture of my generators. They all are purely client-side applications, so MFCG for example can't ask PM to create a building for it.