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This is quite awesome!

There's a small bug: if you toggle the title several times, the notes start wandering around. Toggling the notes again restores them to their correct position : )

The pitfalls of mutable state. ;)

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Hiding the title makes more room on the screen, so I lay out notes in the hope that there is a better placement for them. I could try to preserve the original layout if the new one is not significantly better, but it's too much work :)

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This is quite impressive! I hope you add some more goodies in the future, like round rooms, curving corridors, some irregularities in the walls like alcoves... I know you keep improving your creations, so I am looking forward to future additions :D

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I've seen a lot of dungeon generators with a lot of bells and whistles, but they always inevitably produce dungeons with a lot of errant hallways, dead ends, and weird layouts. This is the first procedural dungeon generator I've seen that actually makes dungeons that feel like they'd make sense, and doesn't lead to a lot of winding, unnecessary paths.

This is very good tbh.

Thank you! That was one of the goals - to make dungeons, which would look like once they had some normal purpose other than to be a "death maze" :)

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I feel so dumb, but, how do i use it?, i don't know where the generator is

Ty

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Hit refresh in your browser.

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ty

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Just press enter.

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Awesome! \m/ Thank you very much!

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Fantastic stuff! Thanks for sharing. 

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This generator looks great! Where did you get the tile set/textures for your maps? Were they created by hand?

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Thank you. Nothing here is created by hand, everything is built and drawn procedurally.

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Do you have any resources on how the textures/art were created procedurally? I'm impressed by the hashing against the walls. Thanks!

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I think I'll have to write post about this hatching...

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I would definitely read a post on that! that sounds amazing

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I'm learning to code, I would love to learn how to do something like ...

Is there a chance to see the source code?

If it's procedural generation of the dungeon what you're interested in, this tutorial might come in handy. Part 3, in particular, shows you how to create a basic dungeon generator that will produce something similar to this tool. Alternatively, I have some code here, made in Processing.

Well..like I said I'm just starting out,  but this goes a long way. Thanks!

So quick question: what is Processing?

It's a programming environment with an unfortunate name, hehe. It makes googling a pain. It's very easy to draw stuff, you can find it here: https://processing.org/ The dungeon generation algorithm doesn't really require it though, it should possible to follow in whatever language you're using.

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http://openprocessing.org is a good place to start...

https://www.reddit.com/r/FantasyCities/comments/dl72sk/one_page_dungeon_for_the_procedural_challenge_4/f4ordrn/

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Awesome, thanks! Hopefully one day I can learn enough to actually do this  on my own!

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nice work. would there be anyway to add an option to save a generated dungeon as a PDF file ?

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...If I decide to continue developing this generator, I'll add a proper export button...
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Thanks, definitely will be nice to see it progress forward.

Currently, you can save by right clicking.

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neat, this is an excellent beginning to what i hope will be a tool as robust as your fantasy city generator! Excellent work.

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This is dope!

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My inner 1977 DM approves 100%!


Edit: Just figured out you are the creator of Myst (not that myst but another myst) always impressed with your work. Tossed you a coin!

Cheers!

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Nice!  I have no use for this at the moment, but I love the idea :)

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amazing

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Beautiful! Can't tell you how timely this is. I had dungeon tiles at the ready but needed a quick randomizer for our game tonight. Thanks for everything you do! Our table really benefits from your work.

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very nice. some rooms come with no door though. it would be nice to have an option to enter a minimum/maximum size. if interested in dungeon tiles or probs I don't mind sharing what I have or draw extra stuff if you want.

 https://www.deviantart.com/gabrielbaroen/gallery/62473719/dungeontiles

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probably secret doors, or at least that's what I assumed.

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Exactly:

The idea is "like a wall, but not exactly like a real wall"
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how do you export / save generated dungeons?

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You can right-click and choose "Save image as..." (or something similar) in most browsers! It'll export the whole dungeon, including the title and text at the top.

If you change toggle the notes off/on and repeat the image save, you can create a DM copy and a player copy!

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mmmm it looks like it doesn't work on Firefox :/

That's super weird, I'm not sure why Firefox is just outputting an empty PNG. @watabou says below that he may add a proper export button in the future if he continues development, but in the meanwhile, you may need to install Chrome to save it without just taking a screenshot.

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Surprisingly the method described by @alamantus doesn't work in Firefox, but you still can take a screenshot. If I decide to continue developing this generator, I'll add a proper export button.

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the "Export" function is working great! Thank you!

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I think generator should include the size of dungeon option.

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The generator wasn't planned as something really useful, it's just a toy. It chooses the size basing on the name, for example abbeys are always large and chapels are small. Depending on the future of the project I'll probably add some customization options.

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This is seriously awesome for something you've just bashed together for a monthly challenge. I think the notes would work better as prompts rather than specific things. Use the old DMG room classifications of of Guardian, Challenge, puzzle, combat, Trap, Treasure, Treasure with monster, treasure with trap.

I'm not familiar with this classification, but it sounds very close to what I was going to implement initially. For example, I had Monsters, Trap, Guarded Treasure (=Monsters+Treasure) etc. Only Treasure and Event (NPC | Curiosity) got into the published version.

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In older versions of D&D they provided some basic guidelines for stocking new dungeons or restocking dungeons that had been left idle or abandoned by the players. These rules were more useful in the days when modules were rare or expensive and budding DMs were forced to use their limited skills and imaginations. There is a nice little summary of methods used between editions  here: http://deltasdnd.blogspot.com/2012/10/random-dungeon-stocking.html 

Here is also some newer interpretations of the idea with sub tables in practice should you wish to investigate further. 

http://aeonsnaugauries.blogspot.com/2011/11/dungeon-stocking-table.html

Thanks again for the generator by the way. I have used it to flesh out two mini side treks in a sandbox I'm developing. It really is a wonderful tool. 

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