These tools are great, and a little amusing sometimes. Description from a generated dungeon:
> Long after the Blind Lady's fall the den remained deserted. Currently it is overrun with eagles, which don't care about the history of the place. Rumors say that a legendary looking glass Torthos-Tyroth is hidden here.
It’s been on HN a few time before but Townscaper by @OskaSta on twitter is also brilliant. He’s worth following as he documents the development of the projects he’s working on, currently a new island generator. Really interesting intersection of algorithms and art. Often shares other peoples work to thats super interesting, I have a feeling he may have retweeted something about this city generator but not sure if it’s the same one.
I discovered Townscaper a couple weeks ago. It’s relaxing to play with and I have been enjoying building a reproduction of Mont-Saint-Michel...until yesterday when I ran into a limitation in the iPad version. :( According to Oskar’s reply, I can get either the height I need or the width I need, but not both. https://twitter.com/moreartyart/status/1493073923251994628?s...
I wonder if these limits actually do some client-side performance analysis, or if they just have all iOS devices hardcoded with those low limits. An iPad Pro is likely significantly faster than a whole lot of laptops used to play Townscaper.
Big fan of Azgaar's - used it to build the world for my campaign. If anyone else who used it had issues a while back with an update (around 1.6) where biomes started showing over water, the solution is to clip water in the Styles tab for Biomes (per https://www.reddit.com/r/FantasyMapGenerator/comments/pygnkn... ).
This is beautiful! And must be even more beautiful from technology side.
I have recently became interested into procedural generation as my free time hobby. As a backend software engineer I was looking for a side project with no commitment. Which would be flexible to apply different types of technologies, boring and interesting at the same time. "The Forever Project" [1] article describes motivation behind it.
Since I had no experience with Rust, game development & procedural generated stuff, combining everything sounded pretty covering my "Forever Project" theme. I'm currently going through Rust Rougelike tutorial[2] to get basic understanding how games are being developed & maps are generated. I like the tutorial a lot because it covers so much different topics. From game dev, few libraries, to different approaches of maps generators.
There is a lot of content there but I'm already raising questions to myself where to look next? What should I learn & focus so I could deepen my knowledge in procedural generated content? I understand I always can read random tutorials (what I'm doing) and try to glue something from them. But maybe you have advises or more guided content as books, long tutorials, courses?
That rust tutorial looks like a good place to start. RogueBasin has a good set of articles covering different aspects of roguelike building, including procedural generation: http://roguebasin.com/index.php/Articles
Here's a pointer: once you have entered "warp" mode from the context menu, options in the "Menu" menu change and you can choose in which way you want to modify the map.
This tool generates most of my cities for my tabletop games (OSE [B/X]). He has a fully integrated system that can take you from territory to town level. It's really impressive stuff.
Also saves refs like myself hours of (very poorly done) sketching.
Check the sidebar on /r/proceduralgeneration if you want to see some great projects like this! We used to have a monthly contest and some of the entries were extremely impressive!
It's been a while since I've seen this name! They also authored a roguelike titled pixel dungeon [1] which I've sunk countless hours into when I was in high school. I suppose city generation not too dissimilar to dungeon generation
This is really cool, but the mobile UX is confusing. There’s no UI, just the generated map. I tried reloading for a new city but that doesn’t work because the URL is updated to include the generation parameters (which is not obvious on mobile).
Using iOS 15 mobile Safari on iPhone Mini 12
EDIT: now seeing a menu button that wasn’t there before, that helps
For anyone looking for more depth for their TTRPG games I highly suggest exploring https://eigengrausgenerator.com/. It will lazily generate beautiful, varied details on a town, it's locations, it's buildings, it's denizens, their relations, provide story hooks, and more. Like a good game master it gives just enough surface detail to maintain the immersion, but will generate more detail as you (or your players) interact with whatever catches your (their) fancy.
Pretty cool. I had a city with an open square in the middle, and tried to generate another square somwhere else, but it didn't work. I only managed to move the streets.
These are really good. I've seen several of these sort of city generators, but I like this one better than most. I'm not sure why exactly, but I immediately want to use these in an RPG. There are professional hand-made fantasy cities that aren't as good as these.
- Neighborhood generator: https://watabou.itch.io/neighbourhood
- One Page Dungeon: https://watabou.itch.io/one-page-dungeon
- ProcGen Mansion: https://watabou.itch.io/procgen-mansion
- Village Generator: https://watabou.itch.io/village-generator
- Perilous Shores: https://watabou.itch.io/perilous-shores
- Castle Generator: https://watabou.itch.io/castle-in-the-mist
- Fantasy Manor: https://watabou.itch.io/fantasy-manor
- Rune Generator: https://watabou.itch.io/rune-generator
And there are many others in his profile.