0.6.0: Custom colors, scale bar, elevation
Major refactoring
This is not something users normally should care about, but it's really important for future development and I've spent a lot of time on it, so I mention it here as a number one item. Right now it just makes the generation process a bit faster and more robust; later it will allow me to implement some features, which seemed too complex before.
Elevation
The maps are still 2D, but if the "Layout > Elevation" option is checked, alleys get affected by a "gradient field", which emulates a presence of height difference. The gradient is stronger around the castle, close to the coast and on the river banks - this is where the effect is more visible. Some people on Twitter say that they don't see the difference though...
Custom colors
You can now set your own palette (which still consists of only 4 colors). For that you need define it in an SVG file and drag and drop that file onto the generator as shown in this gif. How exactly these palette files should look? Here are some examples for you: sand.svg, spring.svg, patina.svg. Click these links and check the sources of the images, all you need to create a palette is to change color values.
Custom city names
You can now rename a city to whatever you like by clicking (not shift+clicking - that does rerolling as before) the name. No, you still can't rename neighborhoods, sorry. Maybe next time.
Scale bar
A very simple scale bar is implemented. It is always shown in the left-bottom corner of the window, i.e. you can disable it (Style > Annotations > Scale bar), but it cannot be re-positioned. You can toggle meters/yards by clicking the bar. Maybe in the future I'll make it more functional, but it doesn't look like high priority for me now.
Other changes
The coast is made smoother, the river is made smoother and it's more likely to run through the city, the central square is usually more rectangular, shantytowns tend to spread along the coast, river and roads, buildings are more uniform in size etc.
What's next?
I'm really looking forward to scrap the current "wards" system and finally get rid of all these Craftsmen, Gate, Administration. I'm sure nobody's going to miss them!
Medieval Fantasy City Generator
Not a game
Status | In development |
Category | Tool |
Author | watabou |
Tags | City Builder, Fantasy, Medieval, Procedural Generation |
Languages | English |
Accessibility | Color-blind friendly, High-contrast |
More posts
- 0.11.2: small improvements and bug fixes60 days ago
- 0.11.1: improved map labelsApr 15, 2024
- 0.11.0: roof details and district viewApr 08, 2024
- 0.10.2: alleys viewMar 16, 2024
- 0.10.1Feb 21, 2024
- 0.10.0-alphaAug 18, 2023
- Keyboard shortcuts and mouse actionsFeb 25, 2023
- 0.9.2: assorted new features and improvementsFeb 24, 2023
- 0.9.1: trees and other visual changesFeb 09, 2022
- 0.9.0: new alleys and buildingsJan 11, 2022
Comments
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Oh, I kind of liked the "wards." Great work, though!