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(+1)

For some reason maps I generate today have their hex grid slightly rotated on the map

Yeah, this will be fixed in the next update. For now, to get rid of this glitch, simply select any value from the Hexes drop-down in the "Map parameters" window.

(+1)

The HexView link and the realm styles link in this generator’s Procgen Arcana page both go to the Realm Styles page.

Fixed, thanks!

Update please, watabou?

(-2)

2.0.1 SMALL UPDATE

- REWORKED ISLANDS

- REWORKED FOREST

- BUGFIXES

(-2)

2.0.1 SMALL UPDATE

- REWORKED ISLANDS

- REWORKED FOREST

- BUGFIXES

(2 edits) (+1)

I love being able to import .json files to save and load my maps -- except that every time I try to import with the current version of Perilous Shores, I get an error box reading 'Can't access property "init", g is null' -- and nothing loads.  I'm not good at checking over .json files, so there might be an obvious fix by editing the file, but I'm reluctant to try it since I had what seemed a good save of an edited region...

FWIW, I'm running with Firefox-ESR, kept current, on Debian 13.5, plenty of RAM and storage.  I get  slightly different error with Chromium (also kept current): "Cannot read properties of null (reading 'init')"

Edit to add: I did find that Load works, kind of -- after loading and getting the error message, going to Blueprint and Discard will show the loaded region with any rotations removed (i.e. in the orientation of the original generated map from which I edited).  A usable work-around...

I can't reproduce this issue and I didn't receive any other similar reports.

I know the rotation feature is bugged and the problem manifests itself in more than one way. When I load a rotated map, its rotation is lost, but I don't get any error messages. Hopefully if I fix the rotation the whole issue will go away...

(1 edit) (+1)

Might well be it, since the map I was saving and loading was rotated before editing.  I needed that city to be on a southern coast and the river to run east to west...

Following up, yes, I can import unrotated maps (even with multiple edits) without problems.  And with my workaround (Blueprint, Discard) I can get back maps that were rotated before saving.

(+2)

The amount of love for this generator touches the heart 💜

(+1)

I'd love to have a way to save a map to which I've added a bunch of towns, villages, and dangers with the links to 1PDG or FMCG still live.  Also, it'd be cool to be able to edit the link URLS so I can link to cities and villages I've generated previously (although it is very good to have the links generate towns/cities correctly oriented to nearby water and roads.

Yesterday I released a preview of the import feature, and tomorrow (?) I'll release an update with some fixes and improvements. I'm planning to add the ability to edit links for towns and dangers at some point, but I'm not sure when it's going to happen.

(+1)

Excellent!  Import is the big thing, editing links is "nice to have" but not critical.

(+2)

Any chance of adding the option to create roads, naval paths etc? Right now we kinda have to regenerate cities and hope for the best. :D

(+3)

I'm not sure. It's a UI task and I don't like UI tasks :) Maybe after I add JSON import.

(+1)

The new update is great btw! As far as roads go, it's frustrating to sometimes have an awesome map and layout of cities, but the roads and sea routes kinda don't make sense - even a "regenerate" button for them would help.

(+1)

I'll probably make something for sea routes, they are too arbitrary. Roads however are deterministic, not random (unlike most other subsystems in the generator) and I think they are fine. Unless you show me an example (permalink?) where they look wrong.

(+1)

I was mostly referring to the sea routes tbh, I don't recall roads bothering me too much now that I think about it! Tested it a few times now and it's all good.

(+3)

man I love the style of the maps! Mi issue is I want it also to be able to use this gorgeous style for custom made maps. Do you use this assets form some other creators? If they're yours, would you be planning to upload them anywere to be avalilabe? Thanks so much

(+1)

I don't use other creators' assets, nor do I use my own - everything here is drawn procedurally. There is this tool though that allows you to download town icons: Perilous Icons.

(+1)

Oh man I really need an editor so we can make custom maps with this style; much more beautiful than existing options. However I know it not of your interest. Great work!

(+1)

Oh I just read the blueprint editor devlog, you're indeed making that hehe nice! placing mountain hexes or forests or swamps would be nice :)

(1 edit) (+1)

your options for arced and straight names under lables are both straight instead of one actually being arced just so ya know.absolutely amazing btw. made so many maps and used them for so many ttrpg settings lol

(+1)

This could be an incredible way to build game worlds at runtime. Basically Perilous Shores Export -> Unreal/Unity -> runtime PCG magic -> living and breathing game worlds

(+1)

IS there a way to know what fonts will work? I can get a few locally installed fonts to work, but most don’t seem to.

None that I know of, sorry. Most of the fonts work for me (I'm on Mac). As far as I remember, all the fonts I downloaded from Google Fonts work fine. In some cases when a font doesn't work, the problem seems to be in its name: it should be entered in the generator differently than it looks in system tools.

(+1)(-1)

Thanks. I’m asking some more tech-oriented people to see if they know wtheck to do.

(+1)

Superb work, thanks a lot! Is there a possibility to add a hex grid to the map?

Yes, through the Grid submenu of the context menu.

(+1)

Thank you, I'll look for it.

(+1)

Is the permalink supposed to return the same map I had? It seems the tool won’t let me return to a previous map edited through blueprint.

(+1)

https://www.patreon.com/posts/perilous-shores-152377062:

❗Please remember that you cannot restore a map created with the blueprint editor using a permalink.
(+2)

yep! just found that after I posted ahahaha!

Watabou, por favor, me ajude. Eu estava usando um mapa gerado pelo seu aplicativo, mas o link permanente não redireciona para o mapa que eu estava usando e não consigo fazê-lo reaparecer. Você pode me ajudar?
(+1)

você usou a ferramenta de blueprint? parece que o permalçink não funciona com essa ferramenta

(+5)

watabou, add a feature to import maps and my life is yours!!

(+2)

First of all, I want to say a huge thank you for your work and for making this tool free! I would love to see several additional options in the near future:

1) The ability to adjust the number of settlements through a parameter like population density, as well as even bigger map size(like 9600 x 5400) and new types like continents, etc. I understand that a full continent might be too much for a web app, but even a small continent with smaller city icons but a greater number of them would be amazing.

2) A similar option for trade routes (both water and land) between cities and villages

3) The ability to parameterize the ratio of villages versus developed cities

4) The option to add a square grid instead of hexagonal

Thank you once again for your work! The application is incredibly convenient even now, and it has insanly great potential, especially when combined with your other apps!

(+2)

I really love this app… excellent work.

(+5)

All of this is INCREDIBLE!  You are amazing!  

Now I can't help but notice that all houses in CityGen are clickable and lead to a house map (wow!).  Also, all landmarks in PShores are linked to a city or dungeon, but it's only available in the JSON.

Can I humbly suggest that:

1. You complete the option to load a saved (modified) JSON

2. You make the landmarks in PShores clickable and add to the PShores editor a way to change the link to a city (that way I could decide that "Middle Crown" should link to seed x instead or y , or even better, to my own saved JSON of "Middle Crown).  We can already change the town description and save it to JSON, so why not the link...

3. You add to CityGen some of the customizable options from PShores (notes, links, names of places). That way, when I click on a random house I may get a random house map, but if I click on the "Mayor's house" label, I'll always get a specific seed, or even better, a link to a previously saved house plan JSON.


What you did is amazing!  I feel that if you could implement those three things (and I know it's always harder than it seems to do stuff like that), these map building tools could really become a WORLD BUILDING APP.  I dream of a game with my kids where all the stuff we make up could be created easily with your tools ans then SAVED for future reference as a simple collection of interconnected JSON and hyperlinks.

Thank you.

É.

PS. Oh! I'm going to subscribe to you paid patreon.

(+2)

Thanks!

  1. Of course.
  2. Are you sure you're not confusing "dangers" and actual landmarks? Both are clickable, but dangers are assigned links automatically, and landmarks have editable descriptions which can be used to store custom links. Eventually, everything (settlements, dangers, landmarks) will have a description, an editable link and an easy way to navigate it.
  3. 👍
(+2)

Gotta love it when something is already amazing and it somehow keeps getting updates that make it even better. Stellar job.

(-3)

This could be so good...


if only...

where can i use it ? i dont find any link or smth like that

(+2)(-1)

Good Tool, but without a feature to open the map again and continue to work, it seems a bit useless - i heard you were working on it?

Don't get me wrong, i am grateful for having access to a FREE Tool like this - but i hope someone has already solved this.

(+5)

You *can* open the map, the one that was originally generated (using its permalink). But you can't restore any changes you've made to it, such as customs names or added cities. It was originally (and still is) a generator, not an editor, so there's not much you can edit and saving those changes doesn't seem like super important. But over time, the amount of editable stuff is growing, so yeah, it will become possible to import back exported maps, probably soon.

(+2)(-1)

Thanks for the message and great work! Until the import ist possible, I will just try and edit everything in one session then

(+1)

Hello all
Thi si a very nice tool!

Do you have also the possibility to make available something like a cad tool with which I can design regions using these parameters?

It would be great, thanks!

Hi! I'm not sure I understand what you mean. A separate tool for "drawing" regions like these manually instead of generating them?

(+1)

exactly!
manual draw instead of a generator

(1 edit) (+2)

Personally, I'm interested in procedural generation, not editors. Also there are too many editing tools (Campaign Cartographer, Wonderdraft, Inkarnate etc.) that together cover every possible cartography need - I don't see what my tool could offer that others don't. However I consider adding a "land painter" to Perilous Shores to allow marking which parts of the map should be land and water and then filling it with details automatically.

(+1)

I respect your choice :)
I was not aware of the existance of editing tools like the ones yo mentioned... probably it was what I am really looking for.
Do you know more of them?
Ideally I'd like also to have a tool to draw Mario style maps :D

Cheers!

(+2)

Awesome watabou, this is (already) great.

I wish for the ability to create new (sub-)regions by selecting (one or more) hexes and beeing able to lable them. Or maybe dividing hexes into smaller hexes... Well I'm dreaming. 

Thank you, take your time and please preserve your passion!

Watabou you are a true hero without cape (Maybe) :) Thank you a lot for ale those generators, i love them so much. I have a question, do you plan a Battlemap generator? For a quick events like fight in the woods, by the river, in mountains etc.?
Thank you once again for all of your work, you are a celestial belongs all the DM´s among the world.

(2 edits) (+2)

Is there still no possibility to "save" the changes I made to the generated maps? I'm generating some archipelagos which I'm trying to abuse as a whole world (or at least some small continents), but editing the city names, description and so on seems kind of "wasted" (don't get me wrong, I love all you tools) if I close my browser and everything is then gone when I reopen it via link. Maybe export the whole website cache or something?

(+1)

The problem is that you can save the changes, but you can't load them back (post). For now, saved (exported as JSON) maps can only be loaded in HexView.

(+1)

I would give a lot (5$ because that's all I have in my pocket right now <3) to see a generator like that, but for the cosmic space sector, with a suitable Spelljammer vibe

Unfortunately, I'm not qualified to create a space sector generator. I think I've only played a space ttrpg two or three times in my life,  it wasn't Spelljammer and we didn't use any maps...

(+2)

I think you're qualified (because you're the best at what you do) but I understand if you don't want to <3

(+2)

Open source would be great- I can link it with my overland viewer 


https://pmapviewer.netlify.app/


and tie in my dungeon viewer with it 


https://dungeonviewer.netlify.app/

I hear you. I don't think this (opening the source) will happen anytime soon though.

We (the unwashed masses) await expectantly..... :D

(+2)

The ability to export as JSON is really cool, but doesn't actually mean much without the ability to import a JSON. I know you said you are tired of this project, but would you consider open-sourcing it so that we could add this feature?

(-1)

This feature serves two purposes:

  • First, so that other developers could load these exported maps and do something interesting with them. I know it's a niche thing, but still...
  • Second, so that the generator itself could import them back. This functionality is missing, but I intend to add it later. I'm tired of the project at the moment, not in general. I'm not done with it :)

I'm not planning to open source it anytime soon.

(1 edit)

Okay got Imports/saves etc working (I think). Follow the instructions on the Import page to create a PMap file. PMap files are brand new instances of that map. PSave files are the viewer save and loading files. 


Not sure if I'll update it anymore after this as it has served is purpose for me (learning Haxe and creating a solo overland hex-crawl) 


Enjoy ! 


https://pmapviewer.netlify.app/  

(+1)

Well I finally have a map viewer. Its just simple click/double click tool I would like anyone interested to give it a try. 


I am still codifying how to handle importing a screen but hit "load" and it will load up a map I've already imported for you to try out.


It seems to work fine in Chrome or Edge but wonky in Firefox as regards dragging the map around.


If you toy with the debug stuff- its not all neccesarily stable. 


The menubar is ugly but I don't have the patience at the moment to make it better yet. Right-Click "Menubar" is your friend (toggle visibility).


Enjoy !


https://pmapviewer.netlify.app/

(1 edit)

Oh, that's very cool! I don't know what to do with it, but it feels almost like a real game :)

I suggest sharing this somewhere, it might get lost here...

(1 edit) (+1)

Thanks. Just wanted to learn how to program in Haxe and porting useful classes from other languages I know (or not quite forgotten !) like Java and C. I kind of like the language and want to really see if I can leverage the mutability of the output for different languages.

I've got one final version (for now) to put out that uses your export PNG, JSON so it can be used on any map generated here (within certain parameters of course). I just wish I could figure out the rosetta stone to match my hexgrid, origins to the other sizes of maps you can generate (it only handles 1800x1800 right now). 


I might turn this into a solo tool and generate narrative and quest lines and generate dungeons (I've got a small dungeon generator app that runs in Android I'll probably port over). Not sure what system to tie it to though- I like 4AD, but maybe 2D6 or D20 ? I'll probably roll my own.

Thanks for your wonderful Perilous Shores stuff (and the other things here). It helped give me the "push" to get into Haxe in the 1st place......


Oh BTW, what other site(s) should I post this on (figured it would be hard to explain to generic folks not familiar with your stuff) ?

I just wish I could figure out the rosetta stone to match my hexgrid, origins to the other sizes of maps you can generate (it only handles 1800x1800 right now). 

I don't have an elegant solution for this and the "warped" hex mode complicates the matter even more...

Oh BTW, what other site(s) should I post this on (figured it would be hard to explain to generic folks not familiar with your stuff) ?

Well, the r/FantasyCities subreddit seems like an obvious candidate and maybe r/Solo_Roleplaying, r/rpg_generators and similar ones. If you have a Twitter/Mastodon/Bluesky account, posting it there wouldn't hurt either I guess.

(1 edit) (+1)

Can I use the links in the JSON to for villages/dungeons etc to automatically bring open a browser window or would you prefer that the player manually does so (can send it to the clipboard and they can fire off the link to prevent abuse)  ?  

Almost got the prototype working- can import the data, fog, move with some move validation and able to pull up the contents of the hex mostly (see below). Got to figure out how I'm going to get it hosted though (anyone try Netlify ?). 

I actually have another silly question (no surprise there). What distance (flat to flat) of hex do you envision each hex encompasses ? 2-3 miles ? 6 miles ? Or what was your intention ?

Also, I noticed going through the data that multi-hex features (like woods etc) can have towns/dangers as that are also part of their hex list. Is this intentional ? On the map it does not draw any terrain under towns/dangers, but if it is in woods, it treats it as woods. 

This comes back  to what you think the hex distance is (2-3 miles and probably a clearing, 6 miles+ and its whatever terrain the feature it is in ?). 

Sorry for the questions. I'm fine tuning things and of course having interface/haxe issues to overcome and adapt to.

Can I get a full list of all terrain types you use in the JSON ? I want to map them so that if they change or any are added its not a nightmare for my map viewer program.


I've got a workable interface down and have finally got the road/searoute/river masks complete so the data conversion stuff is almost all done. I hope to get the fog layer and movement down next.

https://itch.io/post/13346690:

> Possible values of the "terrain" field are: water, rocks, forest-light, forest-dark, forest-dead, desert, swamp, mountain.

(+1)

thank you ! Wanted to be sure :D

how made this map? 

(2 edits) (-1)

Great ! Threw me for a loop when the default came up with tilted hexes (also had to hunt down my preset display settings I use- although the map viewer is agnostic as far as that goes). 

Can we get a list of all the possible terrain types (what you use to populate Terrain="") field in the JSON ?  I want to make an enum something similiar in case of future changes/additions ? 

And now that you have water defined, maybe you can have water features (Bays, Seas etc) ? Haven't seen any generated yet so maybe they are there. Maybe even multiple of the map is large enough (e.g. a Bay off the coast that is in a Sea etc etc).

My travails with getting the UI to behave continue apace....

Excellent Work !

Not sure this is where to ask this stuff but here goes:

Can we get a comprehensive text list of the all your json terrain types ? 

I noticed there is no terrain type open (just "") or water (just ""). Is it possible to fill in those with their appropriate types (e.g. "Ocean" and "Clear" when exporting ?  Would make map AI easier to work with (suppose I could use a color check of the center of the hex to determine what it is but that gets messy)

It also seems to truncate the grid if there is empty (in this case water) to the right. Can it fully export all the hexes ? I suppose I could smart fill and assume its water but have to be careful not to include open terrain (again kind of messy when the data is already generated somewhere).

As if that is not enough :D, can we get as a future feature (pun intended) the features field to have a class associated with it (e.g. town, danger, wood_feature, mountain_feature etc etc ?) this would make it a breeze to generate some logic for quests, backstory etc etc.

Really love your Perilous Shores stuff. Its really got my creative juices flowing :D

(+1)

Soon (tomorrow or maybe even today) a new version of the generator will be released, which will export maps a little differently.

  • Possible values of the "terrain" field are: water, rocks, forest-light, forest-dark, forest-dead, desert, swamp, mountain.
  • If terrain is not specified for a hex, then it's empty, you can treat it as a plain. I don't see how indicating this explicitly would make anything easier, this would just make files bigger.
  • I don't think the current version truncates anything, but it doesn't list any empty water tiles. The next version (the one mentioned before) exports empty water hexes with the terrain type "water".
  • I'll think about your "feature class" suggestion. The problem is that while dangers and settlements are special types of features, everything else is just an area and an area can potentially include different types of terrain.
(3 edits)

Awesome ! I'm so close to getting a working model to tinker with once I can implement any changes when massaging the data into my data model.

Now that I think of it, I could just tie the feature back to the terrain type of one of its children hexes (unless its a danger or a town etc) as long as its consistent.

The next question will be what do I do with it when I get this whole thing running....

(+1)

I really like all your applications! What software do you use to make these?

Most (all?) of them are made in Haxe + OpenFL.

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