Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

watabou

1,471
Posts
25.9k
Followers
8
Following
A member registered Oct 31, 2014 · View creator page →

Creator of

Recent community posts

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.

(1 edit)

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).

(1 edit)

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.
(1 edit)

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...