SamuKata
fantasytowngenerator
fantasytowngenerator

patreon


Development Update - September 2024

TL;DR Nothing major has been released recently. I'm currently overhauling the road, district and building placement algorithms, which is taking some time.

Hey everyone, hope you're all doing well. Following on from the last update, I'm still working on the generation overhaul. This has been a slow process for a couple of reasons:

Rest assured, I am still working on this project. I'm active on the discord if you have any questions or need any help.

With that out of the way, lets dive into what I have been working on.

Road Generation

If you hadn't noticed, most of the settlements in FTG look similar (in terms of the road layout). They always originate from a 4 way crossroad, which then blooms outward in a vaguely circular shape.

There are outliers (especially when there are external factors, like coasts / rivers), but generally this is what most settlements look like.

The way this algorithm works is that as road segments are placed, they propose new ones from their end - this is usually just 'continue straight ahead' and 'branch left and right at right angles'. The algorithm has a queue proposed roads, places them one by one (following some validity checks) and then adds the new proposed roads to the queue.

There are two phases to this algorithm. The first phase generates the dense inner settlement, and the second generates the outer buildings.

As I mentioned in the previous post, I have some other issues with the current road algorithm:

So, the main thing that I've been working on is trying to improve this algorithm.

Road Generation V2

After a lot of trial and error, I've come up with a new algorithm that at it's core is similar to the previous algorithm, but ends up creating much larger lots. These larger lots are then given to the districts, which can then add their own personality to the lot, and split it up into the desired size. The new road network algorithm is also a lot more customisable, so you have more control of what the settlement will look like.

Here are some screenshots of what can be generated (this is still a work in progress, so things will change):

 

 

So far I have mostly been focusing on the road placement - don't look at the building placement too closely, that's one of the things I'll be working on in the future.

This is a list of notable features I've added to the road generation:

I think that's all I'm ready to share at this point, but I'm likely to keep making tweaks in this area (e.g. I'd like to reduce the number of sharp points in some cases).

What else do I need to work on before this will be released?

Heres a quick list of all the things I'm currently aware of:

Once again, this list will likely gow as I discover more things.

Conclusion

Thank you all for your patience, and as always thank you so much for your support! I can't provide any estimate for when this will be done, it'll be ready when it's ready. If you have any feedback or questions, let me know!

Comments

a potential idea is that you could have people visibly walking from build to building even just like a dot that you can click on to show their name would make it feel more alive

Alexander Briggs

I've added districts in the export to the to-do list!

Thomas Allerton

Hey, absolutely love your program, but I was wondering, I am using the geojson download option for my worldbuilding project and noticed the districts weren't included in the output, and was wondering if there was any way you would be able to include that data? I would absolutely appreciate it, but do understand if it's not possible right now. Can't wait to see the next update though, those new towns look amazing!

DarkEspeon


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