this is cool I guess, yeah you know what this is cool, I hope you keep updating.
Log in with itch.io to leave a comment.
This is amazing - I'm a developer who is looking to create RPG tools for people. Hit me up if you wanna colab.
Great tool. Any plans on open sourcing it?
Thanks! Normally I open source only those projects I am more or less finished with. This one is pretty new, so I don't think I'm going to publish its source code anytime soon.
I'm procedurally creating caves using cellular automata but aren't as good as yours, so your code could be really helpful. Any suggestion of good articles on procedural cave generation?
The only one I can suggest off the top of my head is Amit Patel's one, but I use a different method, very briefly described in my post. I'm under the impression that most cave generation methods involve cellular automata and mine does it too, but only for creating individual caves, not the entire map.
Great stuff! Thank you!
Any plans to have it generate the maps in Universal VTT format so that the line of sight and lighting data can be easily used in a VTT program?
Not for now, no. At the moment I'm going to focus on the more essential part of the generator i.e. generation itself.
That's a shame; the addition of UVTT would instantly catapult this into an indispensable prep tool. It's very nice as is—stunning even—but I have to retrace everything by hand to make use of this in my VTT. Hopefully, it will be added in the not too distant future!
Could we get an option to turn off the "shadow" around the outside of the caves? Would be handy for automatic generation of vision blocking in VTTs.
You can hide the shade by setting its alpha to zero in the Style dialog.
Another great tool! Is there a way to ensure that passage ways contain at least a full one square gap? I only mention this as tokens cannot move through gaps of less than one square after setting up dynamic lighting and token exclusion in Roll20. Not a big problem though - just airing a thought :)
Originally, all passages are at least one hex wide. The tunnels are visually narrowed to make them look more "tunnelly". You can disable this feature by unchecking Shape > Narrow tunnels in the context menu.
I love the apps. Thank you so much for your hard work.
I would ask only one favor. Can you sticky a list of controls under the work area? It would help so that I don't have to relearn them each time I use the app.
Cheers! You are asking about hotkeys, right? May I ask why you prefer hotkeys to the context menus?
Not the OP, but I for one think using the context menu is a bit tedious if you want to make multiple changes at once because it always closes after selecting something. I love your generators, but this could be handled a bit better... (On top of that, for many people it's just more comfortable to use the keyboard instead of the mouse).
Anyway, keep up the great work!
I was speaking about the different short-cuts keys for menus across the various apps. They are not always the same. I think the keys for bringing up various control menus are listed for ease of use. I like to work from menus just to be faster. I have to try keys to remember which key brings up which control.
Also, working with the new village Gen today, the "M - open the parameters window" is not working.
Very cool! What is the hex grid size on the exported images? The face-to-face distance in pixels. Trying to match the map grid in a VTT and any whole number of pixels I use drifts out of alignment over the width/length of the map.
The hex size varies from map to map because the generator always exports maps with maximum possible resolution (16MP). So on small map individual hexes are larger and on large maps hexes are smaller. In the future I am planning to implement export with fixed resolution (similar to 1PDG), although I am not sure how it's going to work with hexes (vs squares).
Thanks. Until then I can just leave the grid off the map itself and apply a grid in the VTT that is "close enough".
Oh, and you can try using SVGs. In exported SVG files the size of a hex is fixed. Its side is 20px and that makes the distance between 2 neighbouring hexes 34.641px.
Hi! Fantastic as ever. I was just curious what the dots toggled with 'D' represent. They seem to be placed at choke points or passageways between chambers, so is it D for Doors, or something else?
Yes, these are doors. Doors are important in 1PDG, so for now I've kept them here as well, but most likely they will be removed in the future.
Thank you! Another fabulous tool- and extremely helpful. Can't wait for the export option and thank you for all of the great work! :)
A fine addition.
Curious to know about your design decision to do a Hex grid. And it appears you have 2 half hexes at each room entry-exit: is this to do with your algorithm?
Do you have a square grid planned or in the works?
Wow! This is very cool!
Another amazing generator to add to the collection. So useful as always. Thanks for all you do!
You make awesome stuff! 😎👍👌
Just wonderful! Such a huge fan of your work.
Awesome stuff! Thanks!
You're my favorite generator developer! This is another great one. These caves are so 👍 good 😊
I absolutely love this! Would it be possible to implement a menu / export UI? Right now, I can't figure out how to save any of these maps - but I might be missing something obvious.
(Yes use firefox!) Screenshot are ok but little low res.
+1 for an export button to .png or svg.
Incredible, as always. Thank you for your brilliant and generous work.
Love it! I'm always a fan of these generators - and yours are the best out there. :D
Another amazing generator - you are just incredible! Always excited to see what's next
wow, this is perfect for the Fantasy Trip! Thanks!
You're right! I've just started playing with it so I haven't thought through all of the potential applications yet.
Fantastic! Hoping it comes out with a grid floor plan.
A real thing! I will be happy to see next updates, although it is already possible to use it right now. I have been looking for such a tool for a long time. Lairs with one button...mmmm...