Just a heads up: looks like the R key is creating a new region instead of switching the tilt mode.
Right click to open the context menu with all the options.
- Enter - generate a new region
- T - view/define region tags
- S - edit style
- G - switch grid mode
- R - switch tilt mode
- M - toggle matte
- L - toggle legend
- I - toggle individual trees
- H - switch shading mode
- W - switch water mode
- `, 1, 2, 3 - choose different "pen sets"
Made with Haxe + OpenFL.
You can use maps created by the generator as you like: copy, modify, include in your commercial rpg adventures etc. Attribution is appreciated, but not required. Please consider supporting this project on Patreon☕!
|Updated||14 days ago|
|Made with||Haxe, OpenFL|
|Tags||Fantasy, Generator, Procedural Generation|
|Average session||A few seconds|
|Accessibility||Color-blind friendly, High-contrast|
Log in with itch.io to leave a comment.
Well, yeah, R creates a new region AND switches the tilt mode (the same is true for switching the tilt mode via the context menu). When switching from flat topped hexes to pointy topped ones resulting regions bear some resemblance to each other. I can try making it work for tilted hexes as well, but details will be different anyway (rivers, settlements etc).
Sorry, I don't usually open projects which I'm still working on. But if you are interested, there is a post where I explain how this generator works: https://www.patreon.com/posts/generation-in-41103311.
Thnx for the answer and for the reference to the explanation, it's very helpful!
Sorry for bothering you, but, I am an engineer and I more or less understand the way the generators might be implemented, what like the most in your generators is the visual style of the final results: it's minimalistic, but still very polished and more or less ready to be used in games (at least in some genres).
Can I ask if it's you who create visual style of the generators or do you work with artists who help you with it? Are there any good references you gather your visual-inspiration from?
Since most of my generators are map generators, my main source of inspiration is Cartographers' Guild.
If you haven't encountered it yet, I highly recommend Here Dragons Abound blog. Its author is even more concerned with visual style than me and he describes there how he achieved his results in procedural generation of maps.
Always amazing ! It kicks in my exploration itch and I wondered if you would consider a "tile mode" where you may navigate (with up, down, left, right arrows) a larger world one map at a time. Maybe it would be easier if borders could match between side by side tiles. Could not be so easy tough.
Couldn't understand how to change text fonts, is there a list of supported fonts somewhere ?
Seeing this post made me very happy to have started backing you. Such an awesome tool.
First, is ability to export these maps as an SVG file coming soon?
Second, if I wanted to run the code locally, do you have the configuration steps documented and available?
- I'm not sure anyone ever asked me to add SVG export to this generator so it was on my list for the sake of "feature completeness". If it's needed I'll mark it as requested so it would be implemented in the next update or the one after that.
- I can't help you here, sorry, it's not my area. My guess is it needs a local server and that's it. Also for patrons I build desktop versions occasionally: https://www.patreon.com/posts/46041997.
I've so far used this generator in 2 of my campaigns. I love it. Any chance you'll add the ability change the names of things? I'll sometimes run into some pretty great ones, but not like the layout, and just have to hope for another one, that also has like a "Prison of Ur" or, "Damned Isle"
It's a minor nitpick, but given how awesome the generator is, it's the best I got.
Yeah, I am aware of this issue. These missing things are actually there, but right outside the edges of a map. For this reason it happens less often on island maps. For example:
You can barely see the top of the missing "Misty Shield Village" at bottom of the map.
I'll try to fix it in the next update.
Skulls are supposed to represent very diverse "dangerous places" - either dangerous for those who visit them (dungeons, abandoned temples etc) or dangerous as sources of threat to surrounding lands (fortresses, portals etc). I will consider adding an option to hide them. Any ideas for an alternative symbol to denote such places are welcome!
I think the skull is a good icon to represent that. Having the ability to hide the skull or change the icon to one of the existing ones would be cool.
As a stretch, allowing for custom icons would let people add whatever they want. Would be really cool to change all the icons, like the trees and mountains. I would think it would only involve exposing the icon being used and allowing the user to change it, leaving the generation logic untouched.
For me I’d be happy with the Skull being replaced by a Dungeon, Temple, Fortress or Ruin if that’s what it is meant to represent.
I like to use this tool to quickly generate a world map, and for me the Skull is too “pirate-y”. I’d love it if the maps had the options for just castles and towns and other sites like that.