I've become a little obsessed with this. The only issue I've had is the legend is sometimes a little hard to read even using the outline text. Would it be possible to have a toggle for a background under the legend?
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
- N - toggle hex numbers
- 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"
🃏This generator is a part of Procgen Arcana.
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|
Rated 5.0 out of 5 stars(301)
|Made with||Haxe, OpenFL|
|Tags||Fantasy, Generator, Procedural Generation|
|Average session||A few seconds|
|Accessibility||Color-blind friendly, High-contrast|
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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 location 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.
- The legend can only be in one of the map corners and its location is chosen automatically to overlap map features as little as possible. As an alternative, you can Ctrl+click (or Cmd+click on mac) any map feature to add "stickers" to all the features listed in the legend and then hide the legend itself via the context menu (or by pressing L).
- Yes. Open the Style dialog (via the context menu or by pressing S), click the "..." button and choose "Text".
hi Watabou, I really like what you've done here.
Would it be possible to get (an option for) a table on the page with the legend and metadata? Moving the legend off the image could help make it more readable, and it would be nice to see the tags and other information that is currently accessible only via the context menu.
Ah, so if I understand correctly the generator has control over a single element of the page, and not multiple elements. I can see how that could make it more difficult.
Hmm... and it seems all we can see is the generator, not the generated content. That is, likely cannot embed the meta text in an alt tag or the like.
I do see that the meta text is in separate text elements in the SVG export, though. It would be fairly easy, after manually exporting the image as SVG, to tweak the appearance.
Thanks for the quick response. I've got some things to think about.
Hey watabou. Great job on all of your generators. Just a feedback about usability.
I noticed that only one of them has a menu button. All others required a right click to access the context menu.
A visible menu button allows us to use your generators on mobile.
I don't know if you intentionally left mobile out of it but thought it could be of some help to let you know.
In all my "big" generators you can access the context menu on mobile, although methods differs from generator to generator. Here in Perilous Shores you just need to tap anywhere to open it. As far as I remember, in 1PDG long press is used for the same purpose. Both methods are less discoverable than a menu button, but both allow the menu to be a context menu with different items depending on where it is activated.
Currently it is not possible to remove individual map features. You can hide all the settlements (Details > Towns > Hidden). Or you can remove a specific settlement from the almanac ([Town name] > Remove from almanac), but this only removes its name from the legend.
It is very easy to remove a town icon from an exported SVG. For example, you can open it in Chrome, right-click the icon and choose "Inspect". Then right-click the enclosing group of the highlighted element (that will be the group for the whole icon) and choose "Delete element".
First of all, thank you for making such an awesome tool.
I had a couple questions regarding how to use it and if there's any way it could be modified for different uses.
1. Is there a way to edit the name for the entire region? I know you can edit location names or add them to the almanac/legend, but I haven't been able to figure out how to change the region name.
2. Are there plans in the future to be able to add locations? That way theoretically every hex could be labelled for reference - possibly as an alternative to the hex number request in one of the other comments.
3. Is there any possibility that in the future one will be able to edit the procedurally-generated map? Adding a forest hex, mountain, or settlement, moving a coastline, etc. Being able to hide hexes, locations, or roads would be helpful as well, so that the map could be shown to the players without revealing secrets.
4. Is there any way to add or modify assets (e.g. more tree types, adding castles/temples/cave icons)?
- Yes. Right-click the region name and choose "Edit name" in the context menu.
- Maybe in the future I'll add the ability to mark hexes with "pins" like in MFCG, but not anytime soon. In any case labelling every hex this way would look ugly. Numbered hexes will be implemented soon.
- To make maps editable in this generator is not very hard, but it would require much time and this is not the sort of coding I like. You can hide towns, dungeons and roads via the Details submenu of the context menu.
- There is no way to add or edit assets because there are no assets here. Every icon is procedurally generated: for example if I wanted to add palm trees to the generator I would have to write a method for drawing them, not to draw them manually and save it as an image.
Another fun generator :)
After making a custom style, I exported to PNG and the colors were orangified. Instead exporting to SVG kept the colors. Using Inkscape to re-export the SVG, I got a PNG with the un-oranginated style.
Here's the style: colorful.json. Below are the original colors (first) and the oranginal ones (second).
Ah, turns out it is caused by a Firefox plugin: Canvas Defender. Disabling that plugin gets me normal colors. The plugin alters the HTML canvas behavior by adding some randomness. The plugin messed with all five of the exporters I tried: Shores, Neighborhood, Village, Dungeon, and Rose.
Is there any chance a future version will allow us to copy a link to a specific region to save and restore later? I absolutely love how useful this generator is especially now that dungeons and cities/villages are connected, and am hoping I can save a specific seed for use in an on-going tabletop campaign.
Roads are on my list, I'll probably try implementing them properly in the next update (https://twitter.com/watawatabou/status/1409655466846609410).
Here it is: https://watabou.github.io/perilous-shores/palettes/bold.json. Save it on your computer and Load in the Style dialog.
Just learned you can also zoom out MFCG maps to Azgaar's Fantasy Map Generator. Amazing! Now if only these region maps correlated better with Azgaar's overworld, though I suppose you could edit it.
Though how amazing would it be if you could go back-and-forth between PS and an Azgaar map cell, zoom in to / out from MFCGs, VGs, & 1PDGs, and all of it linked up nicely?
Oh man and then if there's ever integration with Eigengrau's Generator...
You'd have the ultimate TTRPG map generator.
It is a great feature but needs one thing. I had a PS map and clicked through to a village. In PS the beach and village were on the east coast, when the village was generated the village had water on its North West shore. We really need a check box to say where the water needs to be.
This example i made with another 3rd party Hex grid app and also paint.net, i wasn't about to set it to single or just double digits. In your map generator, you could make an option to have the number show top or center or bottom of a hex.
Maybe also have font color for Hex number and size as options too, bigger font number might make it more readable.
And the user could turn off (if its possible) the little 1-6 table denoting POI locations to make it easier to read hex numbers. As they could easily export a version of the map with out hex/numbers and have the 1-6 legend table denoting the POI so the map is not obscured in anyway. The hex version could be for movement only.
I hope the example helps.
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.