Serious application for these tools: crowded countries like the UK often talk about building new towns rather than annoying everyone is existing towns by more and more building work. Unfortunately, new towns tend to be rather formulaic and dull. With tools like these, you could start with a medieval city generator and use algorithms to apply changes that would have happened over 500 years and then build the new town…
Medieval Fantasy City Generator
71–80 of 119 posts
Re: Medieval Fantasy City Generator
#72I love this sort of thing, but the far more interesting challenge to procedural games is engaging the player emotionally and intellectually, and giving them a sense of long term narrative progression. I'm mainly thinking of RPGs here, but it's a problem that surfaces up to this day in things like No Man's Sky. Even in non-procedural games that nevertheless allow you to continue playing in a world after all the storyl…
Re: Medieval Fantasy City Generator
#73reddit r/worldbuilding type applications. For building video game scenes to tell stories, or to write fiction & fantasy novels.
Re: Medieval Fantasy City Generator
#74This is great! Would love to see it used by city planners too - turns out a lot of medieval cities/towns are really pleasant places to walk, and just be.
https://www.youtube.com/watch?v=LUQaCoxybW8&t=1736s
Its interesting to see how real life mimics the simulation here
Re: Medieval Fantasy City Generator
#75This is officially the coolest project I've seen on HN since https://github.com/fogleman/primitive
Re: Medieval Fantasy City Generator
#76I love this sort of thing, but the far more interesting challenge to procedural games is engaging the player emotionally and intellectually, and giving them a sense of long term narrative progression. I'm mainly thinking of RPGs here, but it's a problem that surfaces up to this day in things like No Man's Sky. Even in non-procedural games that nevertheless allow you to continue playing in a world after all the storyl…
Re: Medieval Fantasy City Generator
#77I love this sort of thing, but the far more interesting challenge to procedural games is engaging the player emotionally and intellectually, and giving them a sense of long term narrative progression. I'm mainly thinking of RPGs here, but it's a problem that surfaces up to this day in things like No Man's Sky. Even in non-procedural games that nevertheless allow you to continue playing in a world after all the storyl…
IMO the best is a hybrid approach, where the world and places are hand-designed, but procedural generation tools are used to amplify the creative potential of the person doing the design. I believe that the developers of Horizon Zero Dawn used this approach, and it shows— the world is lush and appears very organic, but is also thoughtfully laid out and not at all same-y.
Re: Medieval Fantasy City Generator
#78I love this sort of thing, but the far more interesting challenge to procedural games is engaging the player emotionally and intellectually, and giving them a sense of long term narrative progression. I'm mainly thinking of RPGs here, but it's a problem that surfaces up to this day in things like No Man's Sky. Even in non-procedural games that nevertheless allow you to continue playing in a world after all the storyl…
If I vaguely remember, there's this sense of major plot points, and then everything else is connective tissue. You can imagine the same thing in a city design – what are the parts of a city that make it distinctive, or fun, or notable? You randomly choose some distinctive design elements, and then fill in.
This generator has a bit of that. I like how the rivers or an ocean can dramatically redefine a city in this generator. But there could certainly be more. Interesting topology. Highways, instead of a couple equally-sized roads. A scattering of distinctive building forms, like a military base, convent, marketplace.
Re: Medieval Fantasy City Generator
#79One thing I would love to see in a city generator like this is a simulation of time and how gradual evolution shapes a city. There's a picture book called "Barmi: A Mediterranean City Through The Ages" by Xavier Hernandez and illustrated by Jordi Ballonga. It illustrates a fictional city from Neolithic settlement to Roman outpost to medieval town to modern city. Some images can be seen at http://jordiballongaen.blogs…
https://en.wikipedia.org/wiki/Split,_Croatia
Maybe Edinburgh and volcanoes as well...
Re: Medieval Fantasy City Generator
#80I love this sort of thing, but the far more interesting challenge to procedural games is engaging the player emotionally and intellectually, and giving them a sense of long term narrative progression. I'm mainly thinking of RPGs here, but it's a problem that surfaces up to this day in things like No Man's Sky. Even in non-procedural games that nevertheless allow you to continue playing in a world after all the storyl…
It is still in very deep beta state, but this doesn't stop richness and complexity of worlds generated in it. It is seriously underrated project, and whole blog if worth a read