You can create it manually as a text file where each line is the name of a point of interest.
watabou
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Even if you set the size manually, you won't be able to get a city large than than 15-25 kilometers across.
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.
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?
Here: https://www.patreon.com/posts/desktop-versions-96122791. Or install the itch.io app.
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...
What does alignment mean when two levels have different shapes? For example, how can you know that these two levels are not aligned:
- https://watabou.github.io/one-page-dungeon/?seed=1532981434&tags=multi-level,com...
- https://watabou.github.io/one-page-dungeon/?seed=951223684&tags=multi-level,compact,dry,medium
?
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.