Map Generation – Cities and Towns

https://github.com/LAVS-TM/Map-Generation

A program that can generate cities and towns, medieval Voronoi style. Along with a viewer that can produce graphcis the base output is json, which gives you vector data to use with other things. Very nice!

Sample city

Here is an example of a possible configuration for the city to be generated:

city = City(10000, 10000, has_walls=True, has_castle=True)
tools.json(city, '/generated_city/city.json')

Perlbrew

https://perlbrew.pl/

Alex Schroeder told me about this one, I generally just installed a distro and then upgraded when necessary.

Where you can manage them locally.

I changed from shared hosting to an upgrade to allow some extra perl options – which didn’t really give what I wanted, but looks like this will.

Which should make it easier to contribute to his stuff from wherever, with a dev environment online to test things.

Köppen climate classification

This is a 5 zone breakdown.

A-E, Tropical, Arid, Temperate, Continental, Polar

Or in a game sense, Jungle, Desert, Standard, Cold, Arctic

And put intermediate things in as you like

Köppen climate types
Koppen Climate Classifications – Wikipedia

Welsh Piper hex map algorithm – Python

In relation to HexDescribe and TextMapper – the random or Smale algorithm is the Welsh Piper’s. https://welshpiper.com/hex-based-campaign-design-part-1/

There’s a follow on part linked for stocking hexes.

I translated this to python – partly as a ChatGPT exercise.

https://github.com/bluetyson/Dungeon23-Mokuy/blob/main/smale.py

Where I did a few tweaks of the Primary and Secondary maps for the gnomeyland style based on the terrains I have put in Mokuy for HexDescribe.

Here’s the TextMapper map https://github.com/bluetyson/Dungeon23-Mokuy/blob/main/mokuy1.txt

and the HexDescribe tables so far – lengthy project the latter https://github.com/bluetyson/Dungeon23-Mokuy/blob/main/mokuytables.txt

I need a ship and ship crew generator, speaking of such things (and/or ChatGPT).

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