There should sometimes be a place where the river meets the sea.
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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.
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.
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.
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)
The generate villages don't look real. They are way too "planned".
- 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.
- Small villages (<30 buildings) should not have roads through them.
- 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.
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.
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.
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.
- 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.