Hot keys:

  • ENTER - create a new village
  • Shift+ENTER - create a new village on the same terrain
  • P - export as PNG
  • J - export as JSON
  • S - toggle visual style
  • T - toggle title visibility

Made with Haxe + OpenFL.

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 15 days ago
StatusIn development
CategoryTool
PlatformsHTML5
Rating
(57)
Authorwatabou
Made withOpenFL
TagsCity Builder, Generator, Procedural Generation

Comments

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Would be cool if you can rename the Villages :)

(+1)

Do you have plans to release the source? Would be cool to use this in a game

(+1)

I'll consider it when I'm done with project. Probably soon, but not yet.

(1 edit) (+1)

Would you be able to make the Main road able to be switched to a Railroad? It'd make the maps look a lot more "Wild Western" with the hand-drawn style.

I can implement it as another style. But to make it work there should be something like a station - nobody builds houses along tracks in a place where trains don't stop :) 

(+1)

Does the terrain restrict the population range? I saw a terrain I wanted but the village was too small so I hit Shift-Enter (repeatedly) ... and the population stayed too small.

(+1)

The "terrain" here includes the main road and the "potentially populated area". If they don't overlap enough, the chance of  spawning a large settlement is low.

(+1)

Is there a chance for the village to be located at the intersection of two or three main roads .. seems all the ones I see are plonked on an existing main road only. Intersections are important places.

(+1)

In the current version villages always have one main road running through them. This may change in the future.

(+1)

Could you add generator options such as population and booleans for river and coast?  That way I can quickly generate to meet a specific need (e.g. village of 320 pop, has a river, does not have a coast).

(+1)

Adding "river" and "coast" as options is easy and it will be implemented soon. Population is trickier since it's an emerging characteristic, not something explicitly chosen.

(+2)

There should sometimes be a place where the river meets the sea.

Yes, such layout will be added in the future.

(+1)(-1)

Will you add more styles like with the medival city generator?

(+1)

Do you mean more palettes? I probably will, it's not much work...

Can you add this style to your city generator?

(+1)

Any chance you could update the repository for the Medieval Fantasy City Generator with the changes that are on the website? it's been a while since it was updated, also can you create a repository on GitHub for this Village Generator? Would be nice to have the code there.

A quote:

Sorry, I don't publish source code of my unfinished projects. TownGeneratorOS is there because at that moment I thought I was done with the generator.

It's about pressure of update requests, pull requests and a general burden of supporting an open source project.

(+1)

This is amazing

(+1)

How about regen town, with the water present?  so you can get a more populated town with the same river or less populated..

(+1)

Actually, something like that is already implemented: press Shift+ENTER to regenerate a village on the same terrain and with the same highway.

(+2)

It will be great, if you add this command in description))

(+1)

I really like it! If future updates are planned, it would be cool to be able to choose the village's population ourselves, I like how the population is proportionate to the number of houses, which is a problem I ran into with the Fantasy City Generator's integration with Azgaar's Fantasy Map Generator. It would also be cool if some features from the city generator were included in this one, like walls and markets and larger population sizes.

(+1)

For walls, markets and larger population sizes, just use Medieval fantasy City generator

(+1)

Well, it's a village generator, so I don't think it will work with larger settlements. Currently I'm planning to add port/dock areas and town squares (which can be treated as markets), but not walls.

(+1)

Awesome! Maybe the option for towns that formed around a crossroads?

(+1)

Neato update. Could also rando the river crossing, with options of bridge, ferry, and ford. Bigger villages more likely to have a bridge.

(+1)

So... I cannot save the image with "Save Image As...", probably due to a bug like this. Please add a hot key to download the image.

Yeah, I'm going to add PNG export in the next update. Meanwhile you can try another browser, this should work at least in Chrome and Opera. And of course there is an option of taking a screenshot.

(+4)

HMMMMMMMMMMM


(+2)

https://itch.io/post/1322921

(+2)

maybe some labels for unique buildings--?? like temples, town halls, etc? could help .. make it optional ofc

(+1)

From the post:

...So right after finishing with water bodies I intend to switch to POI/note generation to have taverns, shops, houses of interesting people marked on the map. The idea is still pretty vague though...
(+2)

nice!

(+1)

This is so good! I'm curious how the population is calculated though - it seems generally high for the number of buildings. 

(+1)

Don't take these number too seriously:

To be honest, it was added mostly to make images look more like maps, less like some sort of diagrams :)

On average there are about 6 people per building (a reasonable number for a medieval settlement), but it's chosen randomly for each map.

(+3)

It generated a place called Butter Trump, lol

(+3)

This is absolutely brilliant. Any chance to get an export as SVG or transparent PNG or even as GeoJSON shapes? (you knew I'd ask that, right?)

(+3)

There definitely will be some kind of export, probably all 3 kinds. I'd like to see how it looks in City Viewer, so I am an interested party :)

(+1)

Really appreciate the inclusion of the population count in the legend. I often need a map for a village of a known size, and this is helpful.

(+2)

To be honest, it was added mostly to make images look more like maps, less like some sort of diagrams :)

(+8)(-1)

Seems like there should be a check to ensure villages with an actual population, lol.

(+4)

still fun to see this got generated :)

(1 edit) (+3)

From the update:

...In my opinion they happen not often enough to be a nuisance, but I expect that with time we'll get tired of them and then I'll implement a trivial fix: "create another village until its population is larger than zero".

...and from Twitter:

I should probably fix empty roads, but allow depopulated or completely deserted towns (with some buildings still standing)
(+3)(-7)

The generate villages don't look real. They are way too "planned".

  1. It looks like the roads are built first, the buildings next. This is never the case for small villages like the ones generated. The roads should be built to fit in the buildings.
  2. Small villages (<30 buildings) should not have roads through them.
  3. The buildings are too sparsely distributed. For a village of population around 500, I would expect them to walk inside the village on foot. They tend to cluster like a circle, even on both sides of the river.
(+2)

Additionally, they also tend to cluster around a significant resource - perhaps the big house of the founder, or a natural well, or (later) a church or other fortification. Perhaps take a melded approach - generate the minimal population founding settlement (by one set of rules), then expand on that with some organic (different) rules.

(+2)

I don't agree, maybe in some areas villages look like that, but mainly villages are built on both sides of a trade road, with additional small roads going perpendicular. So exactly the same as Oleg did in this generator.

(+1)

Well, a "trade road" is a significant resource (a source of passing traffic), so we're both correct.

(+1)

I agree that these villages are not extremely realistic (post), but for different reasons. My goal was to generate "interesting" maps, as a result some details on the same map can be more appropriate for towns, others - for villages.

The things you mention as wrong make me think you imagine something like a bunch of houses connected by a spaghetti of trails tightly packed within a small area? Maybe some early villages looked like that, Vikings or something. Not sure as it's not my period. I am more familiar with medieval settlements and they were my reference, although modern villages are not much different. A typical small village looked like a crossroads with important buildings (a church, an inn, a manor house, a mill) either at the center, or at the end of those roads. The streets didn't need to be exactly "planned" (although some villages and towns were actually planned, it was not that rare) to be perpendicular - it's a quite natural layout, especially if houses are backed by crofts.

(+1)

I'm familiar with villages in developing countries like in India. They are usually formed over time one house at a time (what I mean by "not planned"). It's like spaghetti, as you mentioned.

(+1)

You're assuming a village created back in time when people would actually walk into the wilderness and start building stuff. So, sure, for anything before the  late 1800s? or medieval fantasy worlds, but not for the modern day. These days the road always comes first, and if it didn't houses will be destroyed to make way for the roads.

(+5)

Phenomenal. I support you already but might even give a little more because of this. I'd love to see: 1) SVG export 2) Show "Fields" 3) Options for water (stream, shore, etc.)

Cheers!

  • Options for water - definitely (post)
  • SVG export - very likely
  • Fields - unlikely. For generating such details as crofts, communal pastures, hedges etc. I would have to make some assumptions about culture, technological level, social structure, but for now I'd like to make this generator as "setting-agnostic" as possible. This may change in the future.
(1 edit) (+4)

This is so great. I have always used your medieval village generator for medeval rpg campaigns, but I could never use it for mor modern settings. Thank you!

(+4)

That is some great work! Do you plan on expanding it to the same level of fidelity as the City gen?

(+1)

Well, I plan on expanding it to at least some level :)