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Medieval Fantasy City Generator
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Devlog
🏰🏡🔑Three generators have been updated
February 03, 2025 by
watabou
38
Medieval Fantasy City Generator , Village Generator and Dwellings have been updated. All three updates are quite small, hence a single post to announce them all: link ...
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Experiments
October 28, 2024 by
watabou
36
As promised , in this post I'm going to share some results of my experiments with improving (altering?) the look of the city maps. Please note the word "experiments": none of these features are presen...
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0.11.4: forests
October 18, 2024 by
watabou
35
When MFCG was first released and these cities were barely more than stylized Voronoi diagrams, one of the first requested features was the ability to add surrounding forests. All this time people kept...
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0.11.2: small improvements and bug fixes
August 12, 2024 by
watabou
27
Here is the first of two small updates announced in the previous post . It consists of numerous tweaks and fixes, most (but not all) of them related to rivers and coastlines... (more)...
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0.11.1: improved map labels
April 15, 2024 by
watabou
33
The new algorithm is a widely used one (unfortunately, I don't know its name) and it's much more reliable. It's based on the idea of straight skeleton and essentially it is about... (more)...
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0.11.0: roof details and district view
April 08, 2024 by
watabou
36
...A new Roofs drop-down menu has been added to the Buildings tab of the Style window with three options: Plain , Hip and Gable . The Hip and Gable options make the generation a little slower, but on...
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0.10.2: alleys view
March 16, 2024 by
watabou
30
...Technically, it was easy, but there were nuances which needed to be taken care of. As a result, alleys don't look exactly like major roads and the way they are drawn may change in the future. By de...
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0.10.1
February 21, 2024 by
watabou
23
This update doesn't add any new features compared to 0.10.0-alpha , but it fixes a good part of the issues that prevented me from releasing this alpha normally... (more)...
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0.10.0-alpha
August 18, 2023 by
watabou
37
City Generator 0.10.0- alpha is (reluctantly) released. Please note the word "alpha". It means that this version is just a preview and it doesn't replace the current stable version 0.9.2 . The alpha i...
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Keyboard shortcuts and mouse actions
February 25, 2023 by
watabou
44
Keyboard shortcuts: Enter - generate a new city Tab / G - toggle G enerate window T - toggle T own window S - toggle S tyle window O - open the O utline tab of the Style window C - open C olor scheme...
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0.9.2: assorted new features and improvements
February 24, 2023 by
watabou
28
...Same as with the dungeon generator, I needed to fix the "export=" feature here and the rest of the changes are just random items from my todo list... (more)...
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0.9.1: trees and other visual changes
February 09, 2022 by
watabou
43
As the title of the post suggests, this update introduces a number of new visual features, most notably 🌳🌳🌳. Some of these features are supposed to make generated maps look nicer, others are...
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0.9.0: new alleys and buildings
January 11, 2022 by
watabou
25
This update was supposed to be small and mostly focused on fixing a few bugs. Instead, it turned out to be big enough to increase the middle number of the version from 8 to 9. Here is what's new there...
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0.8.3: assorted improvements
April 15, 2021 by
watabou
21
Today's update of the web generator is a mix of assorted improvements and bug fixes... More details here: link ...
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0.8.2: basic integration with Armoria
March 03, 2021 by
watabou
24
I think this is the smallest MFCG update ever. Its only new feature is basic integration with Azgaar's heraldry generator Armoria ... More details here: link ...
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0.8.1: major UI changes
February 04, 2021 by
watabou
28
MFCG has been updated with a new user interface. I talked about "ideas" of this new UI in the previous post ... More details here: link ...
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0.8.0: new buildings, improved UI
September 17, 2020 by
watabou
17
A new algorithm for buildings/lots creation is introduced, which is the reason to increase the second part of the version number... More details here: link ...
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0.7.6: Landmarks
June 09, 2020 by
watabou
21
Details are here: https://www.patreon.com/posts/38048182...
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City Viewer 1.0.1: gable roofs and .obj export
February 15, 2020 by
watabou
10
Some words on topic: link ...
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City Viewer aka Toy Town 2
February 06, 2020 by
watabou
9
#release
City Viewer is released! City Viewer is a separate application which can build and display a 3D model of a city generated in MFCG. In contrast with its spiritual predecessor Toy Town , it doesn't do p...
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0.7.3: Bug fixes, GeoJSON export
December 01, 2019 by
watabou
11
#update
The main point of this update is to fix an ugly bug which occasionally caused a pretty serious computer freeze. I can't be 100% sure that exactly that bug is fixed, but I've found (and fixed) a couple...
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0.7.2: Lots of (mostly) small (mostly) visual changes
September 25, 2019 by
watabou
25
#update
This update is about making the generator look better. The changelog is quite long, so here I am going to list only the most important changes. Extended palettes Palettes are extended from 4 colours t...
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0.7.1: Editable district names
July 22, 2019 by
watabou
14
#update
This update is very small. Probably the only noticeable new feature is an ability to edit district names - just click one and enter a new value. It looks a bit odd when curvilinear labels are enabled,...
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0.7.0: Districts
June 11, 2019 by
watabou
28
More refactoring The second figure of the version number has increased again (from 6 to 7) and this means I consider this update as a major one. The reason is not a new "districts" feature, but seriou...
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0.6.0: Custom colors, scale bar, elevation
February 09, 2019 by
watabou
16
Major refactoring This is not something users normally should care about, but it's really important for future development and I've spent a lot of time on it, so I mention it here as a number one item...
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0.5.5: Farm fields, rotation tool and city names
December 12, 2018 by
watabou
16
Farm fields To fill the emptiness of the space outside city walls, a random number of farm fields is now spawned. You can disable them in the Layout submenu. If you think they are drawn incorrectly, t...
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0.5.4: Integration with Azgarr's Fantasy Map Generator
September 01, 2018 by
watabou
10
The main feature of this update is integration with Azgarr's awesome Fantasy Map Generator . This is how it works: you can click any settlement on a map in FMG (and then a tiny button with a map icon...
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0.5.3: Neighbourhoods, alleys and buildings
May 15, 2018 by
watabou
8
#update
Neighbourhoods Neighbourhoods are groups of adjacent wards of the same type. The idea is to reduce amount of labels on a map: if there is a cluster of 3 "craftsmen" wards, for example, labelling each...
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Experimenting
April 20, 2018 by
watabou
4
Here I'd like to share the results of my recent experiments with a more traditional way of settlement generation. In contrast with MFCG's "block-centric" approach the traditional one is "road-centric"...
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0.5.2: Warp tool
February 01, 2018 by
watabou
7
I was going to make this update a little later and it was meant to be about different stuff, but a couple of weeks ago I posted on Twitter a video of “mesh distortion tool” , which caused some une...
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Future plans for MFCG
January 31, 2018 by
watabou
14
As you probably know, the first versions of this generator were a small exercise in procedural generation without much purpose (here is my first post about it and the earliest screenshots). Over time...
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0.5.1 and Merry Christmas! 🎄🎄🎄
December 23, 2017 by
watabou
1
I wanted to release something before the Holidays, but didn't have enough time to implement anything epic. So there is nothing epic in this update, just small improvements :) Labels . Checking this "s...
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Toy Town
November 11, 2017 by
watabou
2
Toy Town is a 3d-visualizer for MFCG. It is a prototype of something that one day may become a separate native application or a part of the generator itself, or both...
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0.5.0: Rivers and basic house shapes
October 06, 2017 by
watabou
15
A month and a half have passed since the last release - I know it's long. There were several reasons for that. First of all right after releasing 0.4.3 I took a bit of rest :). Then I played with 3d s...
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Some progress on 3D view
September 14, 2017 by
watabou
8
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0.4.3: Export
August 23, 2017 by
watabou
6
Export to PNG You can now save a map as a hi-res PNG file. In most cases its resolution will be higher than you can get by taking a screenshot unless you are using one of those 4k/5k monitors. The exp...
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0.4.2: Shanty towns and more options
August 09, 2017 by
watabou
7
Another small update. List of changes: Shanty towns. In the " Options->Layout" menu you can check " Shanty towns " (unchecked by default) and get a lot of extramural wards. Probably not all of them sh...
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Source code
August 03, 2017 by
watabou
2
For those who interested, here is the source code of the generator: link ...
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0.4.1: Options
July 31, 2017 by
watabou
7
List of changes: Options added Yes, it's quite a short one. You can now define what features you need in your city - citadel, walls, plaza, coast. Also you can change some cosmetic parameters, namely...
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0.4.0: Coastal cities
July 13, 2017 by
watabou
14
List of changes: Cities/towns on a (sea/lake) coast Nicer map labels (Merriweather TrueType font with outlining) Slightly modified UI which auto-hides after a short timeout Some old bugs and glitches...
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0.3.0: Wall-less layouts, city outskirts, smooth roads
June 17, 2017 by
watabou
9
List of changes: Central plaza, citadel and city walls are now optional. You can't switch them on and off yet, these parameters are chosen randomly. Later I will add a proper UI (checkboxes) for them...
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0.2.2: Temples, wards overview
June 01, 2017 by
watabou
2
I keep working on adding water bodies and shantytowns or rather an infrastructure for them. Meanwhile here is an update with some small features and bug fixes: Main temples (cathedrals). These are big...
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Some answers and comments
May 25, 2017 by
watabou
5
Yesterday something has happened and suddenly the link to this generator got shared and retweeted all over the internet (twitter and reddit mostly but still)! The page was visited more than 100k time...
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Tiny fixes and preview of hatching
May 22, 2017 by
watabou
2
This update includes 2 tiny fixes: Zooming with the mouse wheel is disabled, because I've got many reports saying it causes a crash (works fine for me though). I think it's something about the way how...
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The First Post
May 19, 2017 by
watabou
5
I was not going to start blogging but since itch.io now has this nice devlog feature it would a waste not to use it. At least I can post lists of changes here, but if you guys have any questions/sugge...
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