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Your work is amazing, watabou!
Througout the year I've been using it for a personal project - a Phasmofobia-inspired tabletop game. Would it be possible in a future update to allow rooms to interweave? By that I mean, allow two or more paths to lead to a same nook for example (and maybe even two stairs in opposite sites that lead to the same floor!)
Love your work, thank you for the hours of entertainment :)

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stellar work

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Thank you so much for your work. Will adding JSON allow me to "re-import" a saved plan to modify it? Or will it allow me to import it into another tool? Thanks again for your work.

There is no import feature at the moment, so JSON export is only useful for those who want to import these plans into their own tools. Implementing the import wouldn't be difficult, but I don't think it's really necessary, as the generator doesn't allow much editing.

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I love your generators.  I am sure that at some level internally there is a graph-style representation of the structure, i.e. rooms are nodes with attributes, edges exist where rooms connect.  If this was available as an output in a JSON form, it would be super useful for input to various in-game navigation algorithms.

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Yeah, the upcoming JSON export will provide enough data to easily reconstruct the graph of each floor (and the entire house).

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I've always loved your generators, but I noticed something while playing around with it today, that I thought might be neat for parameters. It would be nice if certain room types were also parameters to guarantee they're generated in a structure. I generated 4 houses in a row with nary a toilet in sight. It'd be nice to have bathrooms (and many other room types) be selectable, or for a parameter to be set for a time period, maybe? Like a "modern" home would have the expectation of indoor plumbing, while a "medieval" style might not (without additional params).

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There are a couple of problems with guaranteeing specific rooms. The first one is technical: the method I use is not suitable for this. To generate a house I first create a floor plan (or plans if it's a multi-storey buildings), a set of rooms of varying sizes. Then I try to assign them "roles" - bathroom, kitchen etc. As a result, it may happen so that there is no suitable room to become a bathroom for example. There is a core set of "roles", which my algorithm kind of tries harder to assign, but...

Another problem is UI: creating a tag or a checkbox for each room type doesn't sound like an elegant solution :)

Hopefully, I'll find a way to resolve all this somehow, but I don't think it's a huge problem. After all, if you need a specific room to be present, you can take any other room and rename it.

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Excellent generator.  I had been trying to program something similar myself and hadn't got anywhere near as far as this.  I was still stuck at a single story!  From playing around with this, I can see that you have had some of the same issues I had - namely illogical room layouts - particularly in larger structures, sometimes with redundant corridors, sometimes with bedrooms that lead to other bedrooms etc.  Trying to wrap my head around the logic there was a nightmare, so I take my hat off to what you have achieved!

Some future features you might want to consider.  
1) Additional external doors.  Most houses have a front door and a back door - sometimes more than one.
2) User defined room labels
3) Grid size.  Is it supposed to be a 5 foot grid?  (i.e. usual D&D battlemap size!)  Some of the rooms come across a bit small based on that size, but if it one considers it to be a 10 foot grid then that makes most of the corridors and rooms that should be small (I'm looking at you bathrooms), would be rather large.
4) Improvements to the "furniture" in the rooms from the bare outlines of rectangles and odd shapes.   There are quite a few libraries of top-down graphics of furniture that could be dropped in - with suitable ones selected for genre/room type.
5) Export Options.  Might be worth considering collaborating with a Foundry module developer to enable an export to Foundry.   Especially the multi-floor views of a building.    Also, maybe an export to a graphic format that will effectively save the building as a set of graphic files labelled appropriately, one for each floor/elevation view.

I can probably come up with further suggestions - but that might be more than enough to start with!   Again, major Kudos for your efforts!

Matthew

Yeah, I'd like the layouts to have more sense, but I don't think it's a huge problem - after all they're not plans for real world buildings. Some weirdness and "maziness" in the game doesn't hurt (much).

  1. Agree.
  2. If you mean renaming rooms, you can do this by clicking on an existing label.
  3. To be honest, I don't know what scale this is, since I don't use these maps as battle maps (I don't use battle maps at all). It's difficult to keep proportions right on a fixed grid, so the goal wasn't to make the bathroom 10 times smaller than the bedroom and the bedroom 10 times smaller than the ballroom, but just to make the bathroom the smallest room and the ballroom the largest.
  4. That was my initial plan. In the end I chose abstract shapes instead for two reasons: first, creating a meaningful layout of specific furniture items is a non-trivial task by itself, I can't just scatter beds and chairs randomly. Second, I want to keep the generator somewhat "setting-agnostic" and there is no such thing as a setting-agnostic table :)
  5. None of my generators support any VTT export because VTT is another thing I personally don't use. But yes, that's on my list.
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would love the option to have these display as svg skeletons to make it easier to convert to 3d objects

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Do you possibly have something like this but for Taverns?

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I think this could be used to create taverns, you just need to name rooms manually. In the future there will be an explicit option to generate taverns (and some other building types e.g. shops, watchtowers, etc.)

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this is wonderful! thank you so much for creating it. would it be possible to add a no stairs/elevator option?

Why would you need a house with unconnected floors? But if you do need it, you can generate its floors as separate one-storey buildings with the same ground plan using the Blueprint editor.

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if there is an elevator, there is no need for stairs! while i realize most irl building codes require both, i figure my ttrpg campaigns can have unbreakable magic elevators. thanks for the reply, i'll figure out how to adapt the floor plans for my needs 👍

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