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watabou

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

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Implementing TrueType export seems like too much work, especially compared to the generation itself. SVG export will be added a bit later. To be honest, I was surprised to find it wasn't there yet.

I can't reproduce this issue and I didn't receive any other similar reports.

I know the rotation feature is bugged and the problem manifests itself in more than one way. When I load a rotated map, its rotation is lost, but I don't get any error messages. Hopefully if I fix the rotation the whole issue will go away...

  1. Actually, you can do it manually quite quickly using keyboard shortcuts: B > (Blueprint) > Shift+Enter (Submit using the same tags) > B > Shift+Enter > ... But, yeah I might add a "regenerate using the same blueprint and tags" action.
  2. This is much more difficult to implement in general, but I'll think about it...

I will update the generator in a couple of days 👍

I'll probably make something for sea routes, they are too arbitrary. Roads however are deterministic, not random (unlike most other subsystems in the generator) and I think they are fine. Unless you show me an example (permalink?) where they look wrong.

Settlements measuring 1500x1500 have populations of over 2K which is too many for village. Adding the "dense" and "district" tags further increases this number. So I don't think we need larger villages.

I'll check it, but a glitch in the City Viewer seems more likely.

Yesterday I released a preview of the import feature, and tomorrow (?) I'll release an update with some fixes and improvements. I'm planning to add the ability to edit links for towns and dangers at some point, but I'm not sure when it's going to happen.

My email is watabou at gmail com. Cheers!

I'll probably add touchscreen support later. I'm surprised it's not there yet...

It can only access locally installed fonts. Unfortunately, it can't get a list of them, so you need to enter the exact name of a font manually.

I'll think about it. The problem is, I don't have a clear idea of what fantasy sewers should look like. I agree that the water should be treated differently there.

Hey! I'll think about it, but if such a feature is ever added, it will be a feature of Urban Places. I don't plan to develop Neighbourhood Generator further.

I'm not sure. It's a UI task and I don't like UI tasks :) Maybe after I add JSON import.

I can't reproduce this. However, if you select one of the "stairs tags" (spiral, stairwell), an extra floor is spawned, because that staircase needs to lead somewhere.

I'll probably add a special tag in the future to prevent the basement from spawning.

I don't do 3D and I don't do AI :)

I don't use other creators' assets, nor do I use my own - everything here is drawn procedurally. There is this tool though that allows you to download town icons: Perilous Icons.

/app

/app

I tried to make something like this long time ago: https://www.patreon.com/watawatabou/posts/city-painter-39697187 (the link to the tool itself is broken). I didn't like how it felt, so I abandoned this branch of development. But the general idea makes total sense of course and most like I'll try implementing it (this way or another) again at some point.

So you're in love with my art and for this reason you thought that would be a good idea to take my generators and sell them on your site as your own? That's bold.

In case it's not obvious, you can use output of my generators "as you like", but not the generators themselves.

But drawing a blueprint of a dungeon is basically drawing the dungeon itself, isn't it? Once the rooms and corridors are there, there's very little left to generate...

Have you tried using the itch desktop app for that?

Maybe I'll add paid desktop versions to some generators. It's just so much work to build native applications...

There is a chance I'll merge these two generators because currently their functionality overlaps too much. In any case, right now Dwellings can't even import its own jsons let alone files from other generators :)

Check this: /post/15756843

No, but you can use its permalink. No manual changes are saved this way though.

I don't plan to open the source code anytime soon. This particular generator uses the Parish-Müller approach (or rather its "sequel"), which is pretty common and easily googleable by this name.

Yeah, something like that will be implemented in the next update 👍

None that I know of, sorry. Most of the fonts work for me (I'm on Mac). As far as I remember, all the fonts I downloaded from Google Fonts work fine. In some cases when a font doesn't work, the problem seems to be in its name: it should be entered in the generator differently than it looks in system tools.

The full list of the keyboard shortcuts is available here. Adding a shortcut for shortcuts seems excessive to me :) Especially since they don't cover the full functionality of the generator anyway.

Inns/taverns are definitely on my list, but right now the generic algorithm I use is probably not good enough to deal with requirements this specific.

Thanks for the link!

Regarding editing

Personally, I'm not interested in editing - I’m interested in procedural generation. If the output of my generator requires too much manual editing, I'd rather not publish it than spend time on tools for making those adjustments. However, if there's an easy way to implement some editing capabilities in a generator, I do it. I don't see how this could be done here, but maybe I'll figure something out later.

Regarding generation

There are several reasons why these layouts often make only a “limited amount of sense”. One of the main ones is that I’m not making an app for planning real houses, it’s not CAD. This generator is designed to create maps of "house-like dungeons”. Some features unconventional for regular houses are added specifically to make these plans suitable for in-game exploration, loops for example. So too many non-rectangular rooms are not a problem imo. Access to the living room only through the kitchen is a problem, but not a huge one. The lack of support for circular plans IS a problem. Ideally, there should be a slider for setting the desired level of “normality” and maybe there will be one someday.

You can try "restrictive rerolls":

  • Shift+Enter rerolls the inner walls, but doesn't affect the ground plan, number of floors etc.
  • Ctrl+Enter (Cmd+Enter on mac) keeps all the geometry, but rerolls the room labels, so it can turn a Hall into a Kitchen for example.

Thanks for your ideas! I think the main problem with this game is that combat is boring. And I can't remake it completely, because it will break the rest of the game. Maybe I'll try to rid of the determinism, e.g. zombies could inflict 1-3 damage instead of 2.

👍

If you're attacked, you can only fight to the end (in the future I might add an ability to flee or something). However, one way to avoid enemies to stop exploring the level once you believe there is nothing important left and know the way to the next one.

That's why there is no in-game mute button - because I thought players could mute the tab. But yeah, I can add a keyboard shortcut for that, especially since I plan to add some music to the title screen.

1PDG has a tag similar to the "burrows" tag in CG: "winding". Internally, it works differently (because the two generators are completely different in general), but it has a similar effect of producing more corridors/tunnels. Example: link.

I don't know if it's new, but I wasn't aware of it before. This doesn't happen every time, so for some maps permalinks work correctly. Larger maps (especially huge ones) are more prone to this bug. I'll try to fix it as soon as possible. Cheers!