This is so cool, and I'm having a lot of fun generating maps and new ideas with it.
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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.
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.