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(+3)

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.

It's implemented in MFCG and probably will be implemented in VG as well, but honestly I'm not sure it's worth the trouble. After all you can just to turn a map in VG as you need it (shift+drag anywhere).

I can turn off the labels, then flip it, and label it myself.

(+3)

This is great! Any chance you could add numbers as an option for hexes? like in the center of hex. This could make it suitable for pbem type of ttrpg or if playing with friends in discord and being able to call out a hex number for where they want to move to etc.

Could you give me an example of a decently looking hex map with hexes numbered? It wouldn't be much work just to add numbers but I have no idea how to do it without making everything (i.e. both the map and the numbers) unreadable…

(+1)

(1 edit) (+1)

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.

(+1)

Thanks! So the idea is to use colour to separate numbers from the rest of the map, right? It probably won't help with multicoloured maps, but then a user just needs to switch to a different style. I'll try implementing it.

(+1)

How did it go? 

(+1)

Just a heads up: looks like the R key is creating a new region instead of switching the tilt mode.

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).

(+1)

Wow! Just Wow! I came back to this after 4 months and I am blown away with the progress of this web app.  You have implemented everything that one needs to generate interesting lands for OSR RPG maps. Amazing.

Keep up the fantastic work.

Thank you!

(+1)

Hi,
I wonder if it's possible to get the source code of the generator to use it in video games development?

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.

(+3)

HO LEE JIBBUS! Just came back to this thing after a couple of months and my GOD it was almost perfect when I last saw it, but when I used it again it was WAAAAAY better than I could've imagined. 

(+3)

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 ?

Thanks! You can use any font installed on your computer. I know it's not convenient to type font names manually. Unfortunately, I couldn't find a way to get a list of them to show as it a combobox or something.

(+2)

you're truly amazing! do you take actual real-life geographical logic into account when designing the parameters? I know I should probably check the logs before asking but I just had to say how amazing this is!

(+4)

Thank you! But what do you mean designing the parameters? There is a post where generation of these maps is described.

(+1)

What does "switch tilt mode" (R) do?

(+1)

Switches to one of the modes listed in the Hexes submenu of the context menu. It's effect is more visible if the grid is on.

(+1)

Great job !

I know it's called perilous-shores ...but couldn't I generate a map without any coast, lake, islands ... only land... Is it possible ?

(+1)

There will the land tag for landlocked regions in the next update although I don't like resulting maps very much.

(+1)

thank you !

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Thank you for having this functionnality implemented. Its great !

(+2)

Hey, @watabou any good email to reach you?

(+2)

Gosh this rules. I can't code worth beans but watching this work makes super wish I understood how it works. You make awesome things.

(+2)

I foresee using this a lot in my D&D campaign...

(+2)

love this I've been looking for somthing like this

(+1)

Just a comment to say thank you for these wonderful tools.  Every update makes me happy.  Thanks as always. <3

(+1)

Seeing this post made me very happy to have started backing you.  Such an awesome tool.

Two questions.

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?

Cheers!

  1. 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.
  2. 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.
(+2)

Please consider it requested.  I export the SVGs into my graphics editor and make adjustments to suit my needs.

And thanks for the link to the downloads page.  I'll put that to good use.

so how does one get a genrated map to be used for a campaign even a self built ttrpg  cause i gotta think of two diffrent rpgs this way one for space  and one just on a planet

(+1)

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.

(+3)

Most likely the ability to rename (and reroll) stuff will be added in the next update.

(+1)

A wonderful generator, as always, but sometimes (quite often, actually) things are listed on the key that aren't there on the map. In fact, the last 3 maps I generated each had a missing location — not the same one each time.

(+1)

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.

(+1)

Ahh, I thought that might be true. I though they might be under another feature rather than off the map.

(+1)

This is a fantastic map generator.  I would like to see a TAGs or a way to generate large lakes (water in center with land all around) or just land (ie no water at all). 

(+1)

Thank you. In the post I said that these features are harder to implement, but they definitely will be added in the future, probably in the next update.

(+1)

Impressive, as ever.
I know, it's a minor thing, but, while I see the font size for the legend (cool), I find it missing for the black circled big numbers along the map. Surely, the option for having them smaller would be nice, imho.

(+2)

Yeah, I agree, but I didn't want to add too many controls because the panel was already crowded. I'm planning to rework it in the future. I skipped this specific parameter as it seemed to be the least important of them.

Hey! Thanks for your work! The generator is very useful and creates handsome maps.

Is there a same style generator for places without cost?

(+1)

can you separate the legend from the numbers? I would like to rename locations but still have numbers on the map.

(+2)

This will probably be implemented in the future. What will definitely be implemented in the next update is an ability to edit location names.

(+2)

hi, the generated maps are really cool, is it possible to have the buildings as separate assets?

Thanks!!

(+2)(-1)

Buildings? You means town icons? But why would you need them, they are just squares and triangles!

(+1)

Hello,

thanks for your answer

I wanted to generate maps without the

town icons and then I will add them later

Town icons are procedurally generated (they all are slightly different), so they are not like real assets. I would recommend just moving/copying them to places where you need in an image editor if you are not happy with generated locations.

(+1)

okay, I'll try to do it this way

 thank you so much for the answer!! =)

(+1)

Amazing work. Is there a way to change location names?

(+3)

Currently no, but it will be implemented in the next update. Cheers!

(+1)

cool coast generation, like you can remove part of the map like settlement or dangers.

(+1)

Is there a way to turn off certain things from spawning, like mountains?

(1 edit) (+1)

In the next update it will be possible to turn off settlements and "danger sites", but not mountains because they are an essential part of landscape generation.  If you just want to get less mountains you can add "lowland" tag in the "Tags" window.

(+1)

Amazing

(+2)

Hello and thank you so much for this awesome tool! Any chance to get also a squared grid? 

Thanks again

(+1)

Just to replace a grid is relatively easy, but I expect all sorts of glitches with neighboring cells sharing not a whole edge, but only a vertex. I'll check.

(+1)

Thank you so much!

(+1)

have you added the coastline feature you mentioned working on. a way to make coastlines. you said it was in the works.

This will be added in the next update of the generator.

(+1)

ok

(+1)

A great easy to use region generator. Looking forward to more updates. 

(+2)

Love using this generator for worldbuilding. Thank you for all that you create!

Would it be possible to have an option to turn off the skulls? They really stand out as something you have to interprit one way, as opposed to just having a town or a ruin.

(+1)

Skulls are supposed to represent very diverse "dangerous places" - either dangerous for those who visit them (dungeons, abandoned temples etc) or dangerous as sources of threat to surrounding lands (fortresses, portals etc). I will consider adding an option to hide them. Any  ideas for an alternative symbol to denote such places are welcome!

(+2)(-1)

I think the skull is a good icon to represent that. Having the ability to hide the skull or change the icon to one of the existing ones would be cool. 

As a stretch, allowing for custom icons would let people add whatever they want. Would be really cool to change all the icons, like the trees and mountains. I would think it would only involve exposing the icon being used and allowing the user to change it, leaving the generation logic untouched.

(+3)

For me I’d be happy with the Skull being replaced by a Dungeon, Temple, Fortress or Ruin if that’s what it is meant to represent.

I like to use this tool to quickly generate a world map, and for me the Skull is too “pirate-y”. I’d love it if the maps had the options for just castles and towns and other sites like that.

(+3)

That’s amazing!

Feature request: 2 modes to “toggle legend”. The first mode clears only the text legends. The second mode clears the text and the number marks. The numbers are very useful.

(+3)

Thank you!

So the first mode would be just numbers, right? Wouldn't it be easier to number features you need by hand? The generator doesn't mark all the features on map anyway, only some of them (the most interesting ones for "an imaginary cartographer").

(+1)

is there any way to make coastlines?

You mean like a coastal region of a continent? This will be added in the next update.

(+1)

yes, thank you. 

(2 edits) (+1)

I love this! Fun to play with and great features. My only complaint is that this would be easier to work with if there was an options menu in addition to the keybindings and export feature.

(+1)

Thanks!

Right click anywhere on the generator to access the menu.

(+1)

Tags are a great way to edit this.

(+1)

I love these maps and there are a lot of nice options.

(+4)

This is really neat - any chance you could add an option to have the hex's be numbered?

(+1)

A really nice little tool! Is there any way to display the names of the elements on the map so they can be included on the exported file, like with your One-Page Dungeon Generator?

(+1)

I hope this will be implemented in the next update. Currently there are two problems with it:

  1. I'm still not satisfied with the quality of toponyms.
  2. I'm not sure what is the best way to display those names to keep them unobtrusive.
(+1)

No worries, I just wasn't sure if I was missing an existing option to toggle them on or off, but if that's still being worked on then fair enough.

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