Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 210 to 213 of 213 · Previous page · First page
(+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 :)

Viewing most recent comments 210 to 213 of 213 · Previous page · First page