[HN Gopher] City Generator
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City Generator
Author : breck
Score : 1130 points
Date : 2022-02-14 20:46 UTC (1 days ago)
(HTM) web link (watabou.github.io)
(TXT) w3m dump (watabou.github.io)
| sklargh wrote:
| 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.
|
| Patreon: https://www.patreon.com/watawatabou
| leathersoft wrote:
| This tool is super impressive. Medieval book editors will go
| crazy with it!!
| Intries wrote:
| Wow this is really neat. I could spend hours with this.
| _Microft wrote:
| 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.
| jamespwilliams wrote:
| Also scroll on the mousewheel to increase/decrease the radius
| of points to warp.
|
| And also check out the Style menu! I like some of the
| alternative colour schemes.
|
| The level of detail in this is impressive.
| ninju wrote:
| Yeah...everything is accessed from the MENU button
|
| Refreshing the page does _not_ generate a new map
| [deleted]
| was_a_dev wrote:
| Now I want a medevial Plauge Inc game
| lordleft wrote:
| I've been using this for years for the 5e game I run. It's
| surreal seeing it here but it's a great tool
| [deleted]
| drusepth wrote:
| Other cool generators from other creators also (in addition to
| those already posted, copied from [1]):
|
| - Azgaar's Fantasy Map Generator:
| https://azgaar.github.io/Fantasy-Map-Generator/
|
| - Oskar Stalberg's City Generator:
| https://www.oskarstalberg.com/game/CityGenerator/
|
| - donjon's Fantasy World Generator:
| https://donjon.bin.sh/fantasy/world/
|
| - Myth Weavers Dungeon Generator: https://www.myth-
| weavers.com/generate_dungeon.php
|
| [1] https://www.fiction.tools/#worldbuilding-map-generators
| pimlottc wrote:
| 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
| octodog wrote:
| You may need to tap for the UI to show.
| [deleted]
| elktea wrote:
| this thing does a better job than all of the new developments
| here
| 100pctremote wrote:
| Another developer of interesting generators in this vein is
| Martin O'Leary (twitter.com/mewo2).
|
| Metropologeny: https://twitter.com/metropologeny Uncharted Atlas:
| https://twitter.com/unchartedatlas
|
| https://mewo2.com
| theguyovrthere wrote:
| This got me jones'n for SimCity...
| samwillis wrote:
| Love these sort of things.
|
| 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.
|
| https://mobile.twitter.com/OskSta
|
| https://www.townscapergame.com/
|
| Edit:
|
| Yes, it is the one Oskar has retweeted, this is the creator:
| https://mobile.twitter.com/watawatabou
| [deleted]
| blacksmith_tb wrote:
| Same author as this one[1] on Itch.io too, I think?
|
| 1: https://news.ycombinator.com/item?id=17925666
| BMorearty wrote:
| 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...
| tshaddox wrote:
| 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.
| oliyoung wrote:
| Townscaper just got a wider release too from just being on PC
| for a long time, it's on iOS/Android and on Xbox Game Pass too.
| Wonderful fun.
| barbecue_sauce wrote:
| Also been on Switch for a while.
| madrox wrote:
| I've used these a few times in my D&D games. They're great!
| Pawka wrote:
| 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?
|
| Thanks.
|
| [1] https://heredragonsabound.blogspot.com/2020/02/the-
| forever-p...
|
| [2]
| https://bfnightly.bracketproductions.com/rustbook/chapter_0....
| mysterydip wrote:
| 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
|
| There's also this port of "the complete roguelike tutorial"
| from python to rust: https://github.com/tomassedovic/roguelike-
| tutorial
| Narretz wrote:
| 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.
| vietjtnguyen wrote:
| 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.
| big_elephant wrote:
| this is amazing. does anyone know how one would get started
| building something like this?
| screwgoth wrote:
| Thank You. There's 30 mins. in the Watabou's "generator"
| blackhole
| bstar77 wrote:
| Are any of these generators open source?
| yamaneko wrote:
| Watabou has created many great projects. Besides the already
| mentioned Pixel Dungeon, check out these other generators:
|
| - 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.
| spelunker wrote:
| 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.
|
| Darn eagles.
| Rebelgecko wrote:
| If you like these you might also enjoy some of Lingdong Huang's
| generators.
|
| This one is my personal favorite, some day when I have the time
| I want to hook it up to an e-ink display: https://shan-shui-
| inf.lingdong.works/
| homarp wrote:
| earlier discussion:
| https://news.ycombinator.com/item?id=23469233 with link to
| source code
| mcv wrote:
| 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.
| amenghra wrote:
| One of my all time favorite fantasy map generator:
| https://rawgit.com/wlievens/scallywag/master/index.html
|
| (source is here: https://github.com/wlievens/scallywag)
| edmcnulty101 wrote:
| How does one get started on the technology and algorithms for
| this?
| boiledbuns wrote:
| 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
|
| [1]: https://watabou.itch.io/pixel-dungeon
| blacksmith_tb wrote:
| Which also gave rise to a million remixes / embellished
| versions, Shattered Pixel Dungeon[1] remains my fave roguelike
| on mobile!
|
| 1: https://shatteredpixel.com/shatteredpd/
| quirk wrote:
| This is so good. My town of Cheesewall will never be marauded.
| mabbo wrote:
| I was delighted when a section of my town was named "Fairy
| Ferry".
| adnmcq999 wrote:
| My mouse army is marching there as we speak
| howlin wrote:
| "watabou" is already famous for Pixel Dungeon, one of the best
| Rogue-like games for mobile. It's inspired many forks as well.
|
| This project looks to be on the way to another interesting
| contribution to OSS.
| primax wrote:
| Obligatory link to Pixel Dungeon:
| http://pixeldungeon.watabou.ru/
| standeven wrote:
| Cool project. The cities feel very old-world, it would be neat to
| have more modern grid-style layouts too.
| tornato7 wrote:
| 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!
| greybox wrote:
| This is lovely
| jmpeax wrote:
| My favourite part is that it is not called
| "thiscitydoesnotexist".
| bovermyer wrote:
| Here's another couple such generators, though they create star
| systems and planets, and not medieval maps:
|
| https://ironarachne.com/#/starsystem
|
| https://ironarachne.com/#/planet
| EcqyLUX5i wrote:
| If you like this, you need to check out Azgaar's Fantasy Map
| Generator: https://azgaar.github.io/Fantasy-Map-Generator/
|
| It generates a complete, customizable fantasy map with towns and
| factions. It also integrates this city generator.
| mcv wrote:
| You can zoom in! And edit! This is really cool.
| jdkee wrote:
| See also https://www.wonderdraft.net/
| ruytlm wrote:
| 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...
| ).
|
| Strong recommend, though takes some learning.
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(page generated 2022-02-15 23:02 UTC)