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(+1)

Very cool! I like.
I gave it a try with my current Dungeon Game project in Godot, using a layout as a starting place.

My YouTube if you want to see the dungeon

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You know what would be REALLY cool? if you implemented a blueprint mode just like Perilous Shores and Dwellings, because i feel like some of the most satifying maps i did with Perilous Shores were using blueprint mode, that would be the cherry ontop of this masterpiece.

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...

Would you ever consider making your projects available for download for those who would like to self-host their own generators?  

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Hello, I have been your fan for years, thank you for creating such usefull and beautifull tools. As I am doing a labytinth, I imagined you can implement a “maze” setting similar to the “burrows” setting in the cave generator - more corridors, smaller rooms along, maybe even some dead ends.

Thank you again for the great work you are doing!

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.

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Hi, i really love this dungeon creator and it is amazing for one shorts. I do have a request i hope you will consider. Given the rise of solo gaming, i may want to play through the dungeon without seeing all the tags at once. Would it be possible to affix spoiler tags on captions so i can only read the details when i want to? Thank you

I'm not sure how this should work from the user's point of view. Have you considered exporting a map without notes (Notes > Symbols) as an image AND a as a Markdown file (Export as > Markdown)? This way you would have the map itself (no text) and all the notes in separately. I don't know what to do with them next, it depends on your procedure :)

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Oh I meant to have the option to have the words covered in black (like a spoiler mask) and you click to reveal the words underneath so you only read it when you are at the location. But thanks for the suggestion and reading my comment.

i’ve been using this tool for years, and it’s been super amazing, but I was wondering if any more features were being planned?

I was thinking how interesting it would be to add like a canal/river/water trap or pits/crevices and bridges or paths over, throughout to rely less on walls to segment the dungeon. Open up a few areas. But this sounds like it starts to rely on specific vtts and this was always meant to be more agnostic to systems and such. But taken 1-3 rooms and make it “one open spot” but navigating through it is unchanged.

Thanks for this and all the tools :D

Been using this for the last few hours to inspire a few dungeons for my D&D games, and I am a little stumped. What, exactly, is this symbol circled in red supposed to be? Is it a set of stairs through the doorway?

It's a barred door. Mechanically, it's supposed to be the same as a portcullis - you can't walk through it (but maybe you can see through it if it matters in your game).

(+1)

Ahh! That makes a lot of sense, I figured it was SOME sort of locked door, but couldn't identify it. Thanks!

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Hello Watabou, thanks for this great work! I used your generators to create sample maps in my map viewer app: https://rpgmap.app - which I built primarily for the d&d sessions with my kids.

Awesome!

(+2)(-13)

Awesome work! I love your work. Contrary to others, I would personally embrace AI room descriptions to make your work even more immersive and random.

(+6)

In my plight against ai slop used by physical game creators, I wanted to spotlight this and the rest of your wonderful tools here, showing how easy and intuitive and powerful they are and just hoping I can spread creations like this so talented minds can know they are never limited to slop to make their dreams - and dungeons - come true

Thank you for your hard work in this area and I'm looking very much forward to making works of my own with many of your tools :]

(+3)

Just wanted to say that this, and all the other generators are amazing - really, really impressive and really really useful for those times when you don't have time to make something for a session. Thank you so much for all this! 

Literally my pleasure :)

(+1)

hi there

How can you move the notes when they are on top of each other or half off screen?

Every time I drag the notes it creates a new dungeon

(1 edit)

Hi, 

If dragging a note makes the generator to create a new dungeon, then I guess you're using it on a phone or tablet, it it right? Touch UI is seriously messed up here (even more than in my other generators). There are ways to make it work, but overall this generator is not designed to be used on mobiles. In the next update a few touch-related bugs will be fixed. I don't know when this update will happen though.

Meanwhile this is what you can do:

  • Try automatic rearranging of the notes (Notes > Rearrange notes), maybe the generator will find a better layout.
  • Try disabling the Zoom-to-fiit and Rotate-to-fit options. The screen space will be used less efficiently leaving more space for notes.
(+1)

Thank you, I’ll try those suggestions 

(+1)

Love the tool, I use it as virtual battlemaps in DnD 

My one feature request that would make my life so much easier is if there was a Export to VTT option which added the walls and doors as VTT format. 

It would save me a lot of time.

Otherwise thanks for the amazing work. 

(+1)

Is there a legend for the symbols on the map?

https://dysonlogos.blog/2013/12/23/the-key-to-all-this-madness/ (the generator use only a few of them)

(1 edit) (+1)

I really love your work. May I ask a question? I’m wondering how this CrossHatching technique is achieved.

I’ve tried many methods, but it’s difficult to replicate your effect: the lines are well connected yet vary in length, with full coverage, yet without any fragmented lines at all.

My method is described here: https://www.patreon.com/posts/hatching-in-1pdg-31716880. I've improved it since then but the core idea remains the same.

(+1)

Thank you very much for your reply. I can’t believe I didn’t realize there was already a dedicated article about it. Thanks again!

(+1)

This tool has been my #1 used online asset for my 2 years and running Errant game. 

Do you think you might make something similar but specifically just "battlemap zones" of less rooms + a few obstacles? Either way, this has been a lifesaver in time for my campaign.

You can request a map with fewer rooms by selecting the "small" tag.

Since I don't use battlemaps myself, I don't think I'm qualified enough to make a generator for them :)

(+1)

Can we get better mobile controls? I'd prefer a menu I can just press instead of having the dungeon generated when I hit the screen by accident

(+1)

Maybe I'll try implementing something more convenient later, but it's not a "mobile-first" app. It is designed to work with a large screen, a mouse and (optionally) a keyboard. Everything else is just an afterthought.

(+2)

Hey, I was wondering if it's possible to have the gridlines show up on underwater maps. It'd be easier for DMs like me to not have to manually add the gridlines afterward. 

(+1)

Sure 👍

(+1)

I don't think you understood me. I was asking if there's an option to toggle the gridlines to show through the water. When I set the water level to 1.0 (100% water), there won't be any gridlines showing. But if I adjust the water level, the gridlines will appear only on the "dry" parts.

(+1)

No, I get it. What I meant is this will be fixed in the next update.

Ah gotcha. Thanks for the clarification. Looking forward to the next update then 

(+4)

Hi Watabou! Just wanted to let you know that I created a small Foundry module. It's basically only your maps, walled, with some journal entries. For now, I only used 5 maps generated by 1PD, but I plan on doing more, also using other genarators. Cave/Glade and Dwellings would fit right in, I think.

Thank you so much for all you do!

(+2)

hi there, I’ve made a small donation as I love this program. I use it just about every day to play a quick solo d&d game

Is it possible to download the individual rooms and corridors so I can create a dungeon myself?

Sorry, that's not possible. There are no such things as individual rooms or corridors, no pre-made assets that could be extracted. Everything is created on the fly and drawn as part of the whole dungeon.

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No worries, thanks for the reply 

(+1)

You might like DungeonScrawl for this. It's not generated, but it's easy to use. The free version lets you do plenty, but cannot export at 100 px.

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thank you for the suggestion

I’d like to generate a random dungeon one room at a time but I really like the layout of this dungeon generator

(+1)

Okay here's a technical question for you on your "non doors" code.  I thought I had this particular door case cracked but maybe not.

My approach was to draw these doors using two rectangles. In this example, my left rectangle would just emulate the corridor. The shape fill is the same color as the floor and the right side line is the same as the walls.

Then I was going to draw a second rectangle for the right side but realised it needs to be transparent (or something) to display the hatching underneath BUT also not show the corridor.

Can you please go into a little bit of detail in terms of the door algorithm you used to achieve this. Am I on the right track?

(+1)

Also whats the smarts / thinking behind bits of rubble etc. I freaking love it.

In this case there is only one left rectangle. There is no right rectangle (which should be the same as having a transparent right rectangle if you need it for some reason), so the hatching is not obscured. There is no explicit corridor underneath all this, so I don't need to care about showing/not showing it. The whole cell is a corridor and a door at the same time.

Thanks bro. In my code I draw one door and rotate it depending on its properties in the json:

door.dir.x is horizontal (left or right facing)
door.dir.y is vertical (up or down facing)

So if you were to turn doors off in your code, is this sort of what you'd expect a map to look like?

To achieve something that even closely resembles what you you have made I need to draw doors over the walls that mask what . It's a pain but I also love learning this stuff.

Anywho. The more I tinker with this, the more admirable I find your attention to detail and the skill needed to pull it all off elegantly. Even the Dyson hatching and the seed generation method. Hot dang it's cool. I'm guessing you're an old school Flash Dev :)


(+1)

Hey waabou. Greetings and hope you're well. 

A question. Could you add support for ?notes=off to the request string? 

For some reason adding ?notes=off actually seems to work on Firefox SOMETIMES but not all the time and I have no idea why. Ideally there is a way for me a way to download the dungeon png without notes + the json for the same dungeon.   

https://watabou.github.io/one-page-dungeon/?notes=off&tags=compact,small,square,cramped&export=png

Hi Dan!

The "notes" parameter (or anything of this kind) is not currently supported. The last selected notes mode is saved locally, so it may sort of "work" in one browser but not in another - you have selected different modes in different browsers. If you need to download maps without notes, all you have to do is to select "Notes > Off" once and that's it. No more notes until you changed it.

Thanks man. This would be quite a nifty feature for me but its not really necessary :-)

(+1)

I was wondering what is the maximum width/height for each dungeon size (small, medium, large)?

There is no maximum width/height. Small, medium and large refer to the number of rooms.

Interesting!  Is there a range for the number of rooms for each dungeon size?

  • Small: 3-6 rooms
  • Medium: 6-12 rooms
  • Large: 12-25 rooms
(+1)

Excellent generators! Thanks for the hard work and allowing the free use of your products. I just hate that it refreshes with a tap. I had a map I really wanted, tapped the screen to try to save it, and that refreshed it, map gone forever! I'll have to be more careful...

(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.

(+2)

Thanks for another tool. I love all the ones you created.
(+1)

Cheers!

Could we have larger dungeon maps with more rooms?  Maybe a Huge, Enormous, Labyrinth settings ?

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