thank you for this amazing tool brother!!
🃏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☕!
Rated 4.9 out of 5 stars(494 total ratings)
|Made with||Haxe, OpenFL|
|Tags||Fantasy, Generator, Procedural Generation|
|Average session||A few seconds|
|Accessibility||Color-blind friendly, High-contrast|
- ☠️Perilous Shores 1.6.0: archipelagoes, adding and removing towns89 days ago
- 1.5.3: improved towns and woodsMay 20, 2023
- 1.5.2: improved mountainsMay 10, 2023
- 1.5.1: vantage point and other visual featuresFeb 13, 2023
- 1.5.0: area labels and conlang toponymsFeb 02, 2023
- WIP: area labelsJan 20, 2023
- Keyboard shortcuts and mouse actionsNov 26, 2022
- 1.4.2: labels and improved geometryNov 24, 2022
Log in with itch.io to leave a comment.
Sorry. Let me further explain. Perilous Shores is great at producing a large area. But when i'm playing solo, and am looking to generate one hex that the characters are entering, i was wondering if there was a way that Perilous Shores could produce only what was inside of one large hex that would fill the entire screen, and not generate what is outside of the boundaries of this one hex. So each time i hit ENTER to randomly generate content, i would only see one large hex with all of the content inside.
I'll try and make an image of what i mean and include soon.
Hey hi somehow the genereator window is now out of the border so the map frame is no longer visible. I also couldnt figure out how to control which city and village icon to choose...there were just random new icons. Aaaaan the "Export png" function isnt working for me.
...the genereator window is now out of the border so the map frame is no longer visible...
If you talking about that thick simple black-and-white frame, then you can turn it on in the context menu: Elements > Matte.
...there were just random new icons...
There is a new toggleable option in the context menu called "Uniform" (Details > Towns > Uniform). It's disabled by default and all the settlements are drawn in its own random style. If you enable this option, town icons will look exactly like they looked in previous versions.
...the "Export png" function isnt working for me.
How does it look? You choose Export as > PNG in the context menu and nothing happens? Does the svg export work for you?
Hey Watabou, was messing with the generator on github and got a map that looked like it was some sort of hex puzzle piece. The map sides/edges were hexed like they could be fit together with another piece, a la a puzzle.
This just randomly came up while clicking the generate button for a small (800x800) map, but I've looked though the popup window with all the settings and cannot find one that makes this show up all the time.
I love the generator and would like to use that edge feature to make some random map titles to be fitted togehter as desired. So the question, is this something that is selectable for all map sizes, or totally random. If random, could this be added as a feature, if it is already a feature, how do I set it to on?
It was sort of like this, but all sides were like the right side in the pic.
Now that I'm thinking of it more, it wouldn't be able to "fit" together like a puzzle. Though making a "matte" overlay that resembled a generic puzzle piece might work.
Anyway, thanks for reply, guess it was some weird anomaly or the universe playing with me.
OK, this means I imagined it correctly :) I still don't understand how could it happen, so I would really appreciate a screenshot if something like this happens again. Since the generator works with hexes, such borders are not hard to implement, but it wouldn't make maps automatically "stitchable", because there wouldn't be continuity of terrain.
This is fantastic!
I wonder what default settings other people use?
I like the colour scheme of
This entire project is coming together nicely! I can see the difficulty of trying to seperate out hills, rolling plains, and sand. All the maps I've generated so far have all made biospherical-sense. (ie. not having a swamp next to a desert unless there's some water nearby)
Very good work, Watabou.
I wanted to ask for hills since day 1.
If I can make a suggestion for what working on next: the forest clumps (not "individual trees" visualization) all show identical and are always colored as "light woods". It'd be nice to have the forest regions actually be separate at least in color, if not also with a slightly different pattern for the foliage.
That's on my list. However, apart from figuring how to draw clouds consisting of dark and dead trees, there are some other issues to resolve. For example, what should I do with areas consisting of different types of tree? Mostly likely I will choose the simplest solution whatever it will be :)
Totally love Perilous Shores!
Is there a way to display more labels on larger maps?
I.e. if I export a PNG and zoom it to 100% scale, a lot of the geographical features that do have an associated name in the interactive version (on left-click) are left nameless in the image file... It makes large maps unsuitable for orienting, as most of the reference points / landmarks etc are lost...
No plans for a special winter mode because effects like that are supposed to be achieved using style options, here is an example:
With other biomes the idea is the same: for example, if you need a desert map, I suggest to change the "earth" colour to something yellowish or whatever seems appropriate. More style options are planned to be added in the future to make all this more flexible.
Yes, you can do this easily.
Right-click on the feature you want to re-name. You should get a pop-up context menu with the feature's name at the top. Hover over that and you should see an option to Edit. Click that, change the name, click Apply and you're done.
You can also use this to change the size of a settlement (town, village or city) and which nearby settlements it has a road connection to!
thanks! this work is very usefull to play rpg with my wife.
a question... I try to compose the maps (to make a greater map), but it's very difficult to match the coastlines. could you create a representation of the mountains, cities, dunes, etc, seen only from above? that way I could rotate the maps and I would have a lot more variety. thank you very much!
Or an option to rotate the generated map!
I have one question/suggestion...
Am I correct in thinking that the rivers cannot follow roads? I have a campaign with a town in it where a road through the town follows the river, and it looks like your generation algorithm can't ever produce this situation (at least, I tried a lot of times and never saw it happen). If it can't do this, it would be a cool feature, to add some extra verisimilitude I think - paths and roads often build up this way in real life.
It’s no like they cannot at all but…
- They can’t do it really tightly because roads run through centres of hexes and rivers run along their edges.
- They rarely do it for long. Roads connect settlements and they "try" to be as short as possible (where terrain allows). So for a road to follow a river for a noticeable length, two settlements need to be located at the same river and that river needs to run straight between them.
- A road following a river is a nice image, but I don't think it happens much in real life. Essentially rivers make roads unnecessary, at least if we are speaking about roads for carts, caravans and stuff, not mere trails.
Your last point might be true (I have no way to verify either way, but I have seen a lot of paths and roads that follow a waterway for extended periods - I expect it was just easier to build a road on the flat near a lazy river, and they would then part ways at some point). However, in the case where a river makes building a road unnecessary, wouldn't you expect the river to connect up settlements?
You are doing a wonderful job! Congratulations !!!!!!
1 - Are you planning any updates where it's possible to connect maps in an organic way?
Sorry for the exemple XD.
2 - While using Perilous I missed a zoom. On larger maps it is difficult to read the subtitles without some kind of zoom.
- I am not, sorry. It's harder than it probably seems. Filling gaps with water, mountains and woods is doable, but stuff like cities, roads and especially rivers makes it virtually impossible. Depending on the required level of seamlessness of course :)
- None of my generators has the zoom feature for technical reasons which I hope will be resolved one day. If readability of labels is the only problem, you can use "stickers" - click any map feature to display its name and optional description.
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?
- You can try customizing hex numbers (Grid > Customize...) to improve readability.
- Hex orientation affects the generation too much (e.g. the "same" island in different orientations may consist of different number of hexes), so it's impossible to build exactly the same map in a different orientation. It's neither a feature, nor a bug.
- "Rugged" affecting anything apart from the coastline itself is a bug - I'll look into it.
- Not sure I get what you are doing with the url. What parameters would you like to change 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.