Cool stuff as always. :D
Just lovely to flick through maps and see them. =)
Right click to open the context menu with all the options. Press Enter to generate a new map; more shortcuts here.
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||1 day ago|
Rated 4.9 out of 5 stars(402 total ratings)
|Made with||Haxe, OpenFL|
|Tags||Fantasy, Generator, Procedural Generation|
|Average session||A few seconds|
|Accessibility||Color-blind friendly, High-contrast|
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Hey I really love the progress you make with all your generators. As I encounter the same issue again and again I would like to ask, if there is an option that no settlements or other points of interest are on the edges of the map. I hace this so often...even the name isn't fully readable. Thank you in advance!!! :D
hey, if it helps, I have an example here
This is awesome. I'm using it to make DM and player's versions (less info but more stylish). Small sugestion, add an option to make the grid number more readable over objects.
There are some curuious perks. "Hexes orientation" changes object creation/distribution on the map (feature?). "Rugged" has the same effect, but only on "Pointy topped" hexes, not on flat or tilted.
EDIT: Playing with the url to retouch it without generating a completely new terrain. Is there an UX way to do refresh parameters without changing the seed?
I may be blind, but is there a way to save a map to come back to it later?
Also, I've noticed that when we click on a dungeon to open in 1PDG, the names get mixed up. For example, clicking on the Vault of Kylas on my map takes me to a map of the same name, but with a description that refers to it as "the Abbey of the LeperOracle."
To come back to a map you need to save its permalink. If you use the Arcana version of the generator, you can copy it right from the browser's address bar, otherwise, choose "Permalink..." in the context menu. As with my other generators, most manual changes made to a map are not saved in its permalink, but since there is not much to change in Perilous Shores, it's less of a problem here than in the city generator.
The thing with dungeon names is a known flaw of the integration of these two generators. When a dungeon is opened from Perilous Shores, a random dungeon with a random name is generated (but always the same for a given cell on a given map) and only the title of its map is changed to match the name in Perilous Shores. This will be fixed later.
A feature I would really appreciate is to change the scale of hexes, make them bigger or smaller. Some of the regions I generate are really perfect for the game I want to run, but it's just too many hexes, which gets troublesome if you run with 6 mile hexes, the distances between towns and dungeon sites is a bit too far.
I'm not sure I get what the problem is. This generator produces maps without any assumptions about the size of individual hexes. If there are too many hexes per map, you can choose a smaller map size. If after converting hexes into miles you get too large distances, you can select a different conversion rate (e.g. 1 hex = 4 miles instead of 6). If a specific value of the hex size is important for you (for example, if you need it for calculating travel time or something like that) you can force the generator to spawn more settlements, effectively reducing the average distance between them. Or am I missing something?
Understandably this would be a lot to ask but imagine a more 'zoomed-out' generator with full compatability with your other generators, eg: A world generator where you can click on continents to get a perilous shores region generated in the shape of the continent/region.
Also perhaps you could add some non dangerous places of interest. I understand this is for roleplaying games such as dnd but I think it'd be neat to have some non dungeon and non village icons on the map, things like ruins, outposts, and temples don't all need to be dungeons and it would inspire a bit of lore making for the map. Especially if some icons were locations of old battles, holy sites, lone farms and the aforementioned ruins, outposts, and temples dont always need to be a skull on the map that loads a dungeon, they could also be a rumor icon with a short randomly generated description.
nonetheless I have ideas but none of the knowhow or perspective on how hard it is to make something like this so thank you for creating such an awesome tool.
I may want to make an abstract "world generator" in the future, but in this case I'll try to make it as independent of (while still integrated with) Perilous Shores as possible. I totally get the appeal of the idea of "super-generator of everything", but at the same time I am sure that generators with smaller scope are more useful in practice.
Regarding non-dangerous POIs: that's actually how I imagined them originally, but I couldn't come up with a decently looking icon for them. So they became skull-marked "dangers" with such way-to-easy-to-generate names as "Castle of Doom" and "Prison of The Mad Witch". It's probably too late to change them, but I am planning to embed some small pieces of generated lore into descriptions of geographical features (woods, mountains etc.).
Thanks! Adding all the regions to the almanac would create a too long list, especially for a large map. Not only it looks bad (both as a legend, and a "sticker board"), but also highlights how imperfect are the generated names. As I wrote in the post about the latest update of PS, I am planning to get rid of the legend in favour of labels. Most likely this will affect the concept of almanac itself, so maybe "add everything to the almanac" feature will be implemented in some form after all.
I LOVE this project. Personally, I don’t like/am not inspired by other available hex tools. I want an evocative map with hexing lightly displayed. Great work!
A101? Like different regions can be the letter?
Fantastic work, sir… bravo!
In theory, any map feature (a village, a forest, a mountain range etc.) can have a short text description which is displayed on it sticker. Currently there is no way to add or edit descriptions manually. Procedurally, descriptions are generated only for settlement. So in practice "Descriptions" only affect the text on a sticker when you click a village or a town. For example, it could be "Moonhill. An isolated fishing village notable for its lighthouse" if it's checked or just "Moonhill" otherwise. In the future, descriptions will be added to other types map entities and it will be possible to edit them.
A bit more info here: https://www.patreon.com/posts/perilous-shores-61720163
I guess the nature of these projects, is that you can add more depth, more variety, more interconnectedness, more everything, forever! :D
I'm working on a game called Secret Keep, which is fairly early in development, creative procgen archipelagos, with mission based gameplay.
It's always inspiring to see what you are doing with your generators, for little ideas and inspiration. :D Soooo muuuuch tooo dooooo!
Here's a little Dev Diary Video from a while ago, if you're interested to see where I'm at with it. :D
Maybe one day this will become possible but not anytime soon. Towns and (to a lesser degree) dungeons are not just placed randomly on map. They get verified not to be too close to each other, they get connected by roads (taking into account all the settlements at the same time) etc. For manually placed locations I would have to do the same and this seems kind of cumbersome...
Weird bug. When there are two or more dangers on a map and I right-click on them to be taken to 1PDG, they go to the same map with the same name (based on whichever one I clicked on first). If I get the permalink, reload the site in a fresh tab and out the permalink in, it apparently "remembers" which one I clicked first last time and keeps generating that dungeon map. But if I put the permalink into the address bar and go to the non-Itch version, I can then click on a different danger and get the map of that (but every subsequent click on a danger will then send me to that map). Oh, and features get renamed when the permalink is used to go between the Itch and non-Itch version. :-)
I did a screen-record:
This is awesome! I'm playtesting a solo mapping RPG called I am the Forest and was wondering if there is a way to control the map/grid size. The game has a grid that is 4 hex vertical by 6 grid horizontal flats on top. Each hex is intended to have a "single feature" like a lake in one, part of a mountain range in one, a swamp in one, etc. Is that doable natively? I went through all the settings and couldn't find anything that would control those settings, but given that it is SVG, maybe there is something in the code I could manipulate?
You can choose the size of the map via the "Tags" dialog but there are only three predefined sizes: "small", "medium" and "large". "Small" maps are significantly larger than what you need (smt.h around 10x10 hexes).
In the next update I'm planning to add the ability to request a map of specific dimensions. The goal is to make it possible to generate non-square maps and maps larger than current "large" one, but it could be useful for generating ver small maps as well :)
First of, this is awesome! I have two questions tho:
1 - is it possible to move the legend? I like eveything about it, except for that it sometimes places itself on top of features on the map.
2 - is it possible to make the font smaller or larger?
No biggie, a legend can be easily made in photoshop afterwards. Just a thought.