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watabou

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

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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).

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No. What would be on its place?

Hi! The results of a quick test look a little weird, but I'll think about:


My pleasure! And yeah, I would love to see it :)

You can save an unedited map by saving its permalink, but any changes you make to the map are not saved this way.

Thanks!

I agree that it would nice to have such a feature here, but for now I don't know how this could be implemented (these two generators are completely different). Hopefully I'll come up with something eventually.

You can request a map with the aspect ratio you need by adjusting Size values in the "Map parameters" dialog ("Tags..." in the context menu).

For example: https://watabou.github.io/village-generator/?seed=1140703949&tags=island,no%20sq...

Yeah, it's a known issue:

Due to the implementation details, you can mark palisade gates, but not the "towers" (tall buildings in the centre of the square).

I like the idea, but I doubt the current version covers more than 2-3 real vessel type. Maybe after I implement more sail types...

Cheers!

I'm not planning to publish the source code at the moment. If all you need is an image with a specific pub name, (probably) the easiest way is to export a pub you like as SVG and replace the name right in the file.

No, for now you can only save permalinks.

You can load a precreated (in json format) list of landmarks. It's an obscure way to populate a city with points of interest, but not to restore a modified city.

Maybe, but not anytime soon - I've already spent more time on on this useless thing than I should have:) 

To me all longships seem very similar in shape, I'm not sure that the generator would be able to produce enough variety.

Currently, docks can only be built on the coast. The reason is that the generator can only generate rivers that are too narrow for docks. Hopefully, this will change in the future.

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.