Are we able to use this in commercial games?
Right click to open the context menu with all the options. Press Enter to generate a new village; more shortcuts here.
This generator is a part of 🃏Procgen Arcana.
You can use images 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||5 days ago|
Rated 4.9 out of 5 stars(615 total ratings)
|Made with||Haxe, OpenFL|
|Tags||City Builder, Generator, Procedural Generation|
|Average session||A few seconds|
|Inputs||Keyboard, Mouse, Touchscreen|
|Accessibility||Color-blind friendly, High-contrast|
- Plans5 days ago
- 1.5.2: improved rivers and bridges18 days ago
- 1.5.1: ponds and improved farm fields30 days ago
- 1.5.0: non-square maps and isolated villagesJun 05, 2023
- 1.4.0: village square and orchardsMar 25, 2023
- Keyboard shortcutsSep 11, 2022
- 1.3.0: new trees and buildingsSep 08, 2022
- 1.2.8: integration with Procgen MansionMay 18, 2022
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I just found your projects and so far I absolutely love all of them!
I’d like to use this to generate villages for existing regions but with no way to specify requirements I’m rarely getting something suitable.
I’d love to be able to specify the edges for the river/coast, this would already be huge! Then being able to specify the number of roads per edges would also be huge. Together these would provide a solid foundation.
Using the population as an indicator for density would also be nice as I usually know the approximate population of the villages I need to generate.
Ponds as small as your fields are actually pretty common. If you were to consider this, perhaps a good approach would be to replace between 1-3 neighboring fields with a pond.
Another attractive location for a pond would be in the grass "common" areas that are surrounded by homes. But only the largest examples of these and probably only 1 per map.
This is an amazing tool. I am creating my own world in a great open-world D&D campaign. This really helps a lot with it.
I am very thankful that you do all this work and that it is even for free.
I have one little request. Is it possible to add walls or palisades to the settlements/village tags?
Huh... that's weird, 'cause the ones that did work, I definitely did not have installed locally, and then they suddenly stopped working.
Otherwise, I had just been using a font manager, but it wasn't in use when I was able to use the fonts that I'd normally have it open to be able to use, and when it is open, they don't work anyway, now.
Would you be able to set it to create a folder of the same map in different seasons/ realms to be used for longer TTRPG campaigns, where the same place could be seen in in new perspectives. for example:
- Spring/ Summer
- Autumn (tree leaf tinting)
- Winter (white ground, frozen lake/ streams, some leafless and evergreen trees)
- Feywild (same map, twilight lighting, Fluorescent foliage)
- Hell/ Post calamity (rivers look like lava, Trees are ash, Rubble buildings).
As a few bellow I created an account to say thanks, thanks for you hardwork, thanks for sharing, thanks for making my RPG adventures better.
I'm DMing a WoW campaign and the party has reach level 13 and decided they want to establish and create a big city, after many arguments the party split to create actually 3 cities (they didn't reach an agreement in many important decisions). They are creating this settlements in the Alterac/Hillsbrad area. Pretty close to Tarren Mill. The are building the three settlements just a few miles from each other, one on the coast with large fields, one on the coast but inside the woods, and the other a dwarf went to the mountains pretty close.
With this tool I was able to create the two initial mannors easily and give them particular looks (the dwarven one sadly I couldn't find a single tool for underground mountain creation). I used Harnmannor RPG book for the starting mannors and now they have reach the moment when the city is being built next the the mannor, but the mannor will keep growing to provide food for the cities (also couldn't find any nice tool for the cities).
So again thanks for you work, and if anytime you decide to build tools for dwarf mannors of cities, or tools for bigger cities inside here that would be great (maybe it does allow it and I wasn't smart enough to use it correctly).
And I apologyse my for bad english, not my native language.
Decided to make an account just to post a comment. Allowing people to use the generator freely and not even requiring attribution is something people rarely do, which makes me think this amazing tool is just a side project for you. I'm very impressed with your work, and you're an amazing programmer, and I'm looking forward to seeing more from you
Maybe cliffs is a better word than mountains on this scale. The gradient lines from the terrain already look pretty good to indicate different levels. Your style reminds me a bit of 2minutetabletop. He is doing cliffs pretty well in a matching style.
Thank you so much and keep up the good work! :-)
I am not at all aware of how much time and effort this must take, I'm hoping to get an idea, but I work a lot and don't have much time to learn. I know you havent asked, but would it be possible to add a feature where you select if you want rivers, plains, or moutain regions for the city? keep up the great work, i use this to design all kinds of stuff from entire realms to whole cities, to random towns for my players to have a visual aid.
This is an amazing tool, i would love to see a bit more options, sorry for the unsolicited feature requests but :
- adding a way to change the number of main road (0-1-2 to stay in a village setting)
- adding small specific building (small chapel, windmill, watermill, stable, tavern/inn, cemetary, blacksmith, town square, well, granary, and some others...)
- you talked about palissade also, it would be awesome
- making sure no building can spawn on field, which is weird
- different roofing style (plank, tiled, slab roofs, hay roofs, and so on...)
the book fantasy mapmaker is awesome for ideas. but your generator is way better, i just am a bit greedy wanting to see more in it ^^ i will consider supporting via patreon as soon as i get a new job
- Enter - generate a new village
- Shift+Enter - reroll a current village
- Tab - open the Tags window
- C - open the Style settings window
- E - toggle relief visualization
- F - toggle fields
- S - toggle shadows
- N - toggle the plate
- T - toggle trees
- Shift+T - reroll trees
- 1, 2, 3, 4, 5, 6 - apply one of the preset styles
As a fellow developer, I know you just LOVE unsolicited feature requests, so here’s mine specifically chosen for you:
Tower(s) and/or Fort(s). IMHO unless the village is in an absolute safe country, there will always be a need for a strong fall-back point for defense.
Thanks so much for all your work, all your generators are amazing!
Well, in my opinion, villages didn't have to have a fort or anything that serious. This, of course, strongly depends on the setting: a viking village and a late medieval village deep inside a feudal state are pretty different. Adding a keep shouldn't be hard, but I think it would make a village look less "villagy", almost like a town or motte-and-bailey. What I am going to try is to add a palisade as an option for the outpost feel.
A lot of really nice changes here! Appreciate all your work on this update (and in general).
On this point here - "The default map size is now medium (formerly known as small)" - does that mean that maps are smaller in general? Large is now the old medium and so on?
Unless I'm missing some options, it does appear to be that way. Selecting "Large" and "Dense" tags makes a pretty small village compared to what it used to make.
EXAMPLE: This "large village" is really a lone farmhouse with 1 building and a population of 5. https://watabou.github.io/village-generator/?seed=1541230033&tags=large
Is there any way to get back the ability to make larger villages?
No, maps are not smaller in general. In the previous version(s) there were 3 size available: default, small and tiny. The default map size was the largest one - default. In the current version exactly the same 3 sizes are available, but they are called differently (and more clearly): large, medium and small. Apart from the names, the default size has been changed: it is now medium (former small) instead of large (former default). So the generator does produce smaller maps, but only if it's not told otherwise. Why? Because I think that medium-sized maps a) look better and b) are more useful on average.
While large size of map (and high density) usually means a larger size of a village, a town-like scale is not guaranteed. Cases like your example happened before, it is not something introduced in the latest update. Maps like this one are more common: https://watabou.github.io/village-generator/?seed=906625696&tags=large.
OK so New Medium and Old Small are the same size. Got it. The oddball very small village is fine and easily dealt with, I just had not experienced a single building village before myself.
There still does seem to be, on average, a tendency towards smaller population villages, even with "Large" selected. I went through a couple hundred generations just for testing and I couldn't get 1 village population over approx. the low 2,000s. I used to be able to get a population of 4,000 - 5,000 without any problem at all, usually within a couple dozen generations. If it is still possible to generate villages of this size population then it seems to be much more difficult to achieve.
I don't know, there might be reasons for that not related to all those cosmetic (as I said) changes with names and default size. The "area" for a village is created slightly differently now to enable non-square maps in future updates, and in theory this could affect "density" maps. I'll check it later. But to be honest, 4000 is a bit too much for a village anyway...
there might be reasons for that not related to all those cosmetic (as I said) changes
I wasn't implying that they were related to the cosmetic changes. I was just acknowledging that the issue existed regardless of the cause.
I'll check it later.
4000 is a bit too much for a village
I personally agree with you and I use those larger "villages" for towns. VG looks great for this size settlement and I prefer the style over a comparable-size settlement created by MFCG, which I use for my cities.
Using the different styles of 1VG for villages/towns and MFCG for cities helps make them feel separate and helps the cities feel very large. (Just explaining my process and why I use it this way.)
Just wondering if you had a chance to look into this or maybe stumbled across the cause?
I was trying again to generate large, dense villages and getting results like 32 population. I am unable to get the larger village populations and number of buildings I was in previous builds.
Would really like to see this come back if possible. I know you mentioned villages not having, for example, 3-4000 population, but there's no reason to limit it for those that want to use your generator for towns and villages. MFCG doesn't do towns well in my opinion and they looked great in VG.
Also whether you agree with that or not, you do have to admit populations under 100 is not a "large", "dense" village. :) Appreciate your consideration on this.
OK, I finally had time to look into it and I tend to agree that villages requested as "large" + "dense" end up being quite small too often. Such cases don't look like bugs, more like undesirable results caused by unfortunate combination of randomly chosen parameters. In the next update this will be fixed this way or another.