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A member registered Jun 11, 2021

Recent community posts

That slipped right by me. Hopefully it will be an easy fix when you have time to get around to it. For now there's still the other nice roof options for me! Have a good one!

Hey @watabou, as always thank you for your continued dedication on these great tools. I'm not sure if you caught this yet so I just wanted to make you aware. When a portion of the roof is outside of the actual building polygon, it becomes transparent. 

There's several examples in this screenshot: https://imgur.com/a/Cvw6ePx

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Hey thanks for the response. I'll use Reddit in the future so it's easier for you. I don't have that map that I took the screenshot from, but that row of houses wasn't far from the main road, but maybe because the rest of the village was across the water? Not a huge deal or anything, easy enough to regenerate, I just wanted to make sure you knew the full details. :)

OK thanks for explaining about the coast being considered a road now. Makes sense. I think I had my road color to close to the shore color so I didn't notice.

Hey there Watabou. I haven't used the generator for a few months so not sure if this is a known issue. Seeing some road "oddities". 

The image linked below shows what I mean. (1) Road from a dock to a house but not to any main roads. (2) Row of houses without any road/path at all. https://imgur.com/a/sA8nvIb

I'd also like to make a suggestion that all docks connect to a road or path (or maybe just an option to do so). docks would be well used so there would naturally be a worn path to them. 

(Btw is there a place to report/request stuff rather than clutter up your comments? Or do you prefer it here?)

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Wow Watabou, looking amazing! 

Only 1 problem... I now have to redo all my old maps because the features from the last few updates look so good! (A very good "problem" to have! 😉)

Just coming back to this generator after being away a while. I like the way you solved this issue. The new generation options produce larger villages very well. Just wanted to say thanks!

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.

Thanks for looking into it Watabou. I'm glad you were able to confirm the undesirable behavior.

I'm not sure how the changes you make may affect things, so this may be a moot point, but since you're working on that section anyway, if it's possible to add maybe an "XL" tag as a way to generate very large "town-sized" villages (similar to previous results), that would be greatly appreciated.

Either way, looking forward to the next update and thank you for all your work!

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.

One thing you can do is come up with different styles for each region you want. Export the style JSON file and then just load it up when you want to create a specific type of region.

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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.

Much appreciated!

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.)

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.

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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?

This is really looking great watabou!

I echo what others here and on Patreon have said about the numerous ways these could be useful, I'll just add one other. One could create districts for services, markets, etc. and using a VTT like Foundry and a couple mods, players could move their own tokens around the map of the district and go -for example- shop wherever they want and even make purchases without my involvement. Fighter wants the armory. Cleric wants the temple. Mage wants the potion shop. Etc. Sure, great, everyone go do their own shopping, simultaneously, while I get a little time to prepare, take notes, etc. 

HOWEVER, I think something you said has merit "these neighbourhood maps are perceived as more detailed than MFCG's city maps, but in reality they are not."

OK, then could this level of detail be added to MFCG?  I think, when you boil it down, people are really just looking for MFCG with this level of detail.

(Although personally I still like the idea of an "overview" level of detail, like the current MFCG, with the ability to click a district and have a neighborhood map generate from a persistent seed.)

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Nice! I do the same thing but using PSP instead of GIMP. Really like those fields. A tip for your water is to just color the area blue and then overlay a semi-transparent png on top of it with water/wave textures. Something like this just as an example (hard to tell, but that is semi-transparent and will pick up your color underneath it. But there are larger, better quality ones out there (that was a lazy google search result. haha).

As others have said, would be great to see this work with MCG. Even if not, I'd hate to see this never get developed further.

Where it could really fit well is with the Village Generator. I think it would mesh very well if you can add these styles and level of street detail to the VG (and the density would fit well for a "large" village).

This would be a GREAT feature! 2nd this.

This is great! And we can finally save and restore villages too!! Great work as always Watabou!!

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Hi Watabou, what is the JSON export used for? Thought that would be to import and closed my village only to find out I was wrong.

Edit: Found it. Would still love to see an import back into this generator when/if feasible.

"Currently you can only load those JSON's in City Viewer. I don't plan to add a save/load functionality in this generator."

I seem to be having issues as well and I am hitting enter. sometimes it works, sometimes not. It seems to depend on the number. Most 3 digit numbers (or less) seem to work but yet some do not. Then I thought maybe it was a percentage but I'm able to go above 100 and get a result. But to try to get a town of, say, 3,000 just doesn't seem to work.