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Megacosm Generator

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For the record, I'm still looking for a talented front-end person with some bootstrap experience to help prettify megacosm. If you're up for it, grab the code and take a swing:

https://github.com/CityGenerator/Megacosm-Generator
Megacosm-Generator - A tool for creating fantasy campaign settings, including maps, regions, flags, cities, NPCs, businesses, legends, lore and more.
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Megacosm Generator

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I'm alive, I swear!

I've recently taken megacosm back up to tie up some loose ends, I had a release a few weeks ago, and I have another one for you today.

Many Many changes in this release:
- Implemented fixtures
- Using redis only for integration testing
- added datafile checking
- added drink generator
- refactored geomorph dungeon.
- changed geomorph from black to white to save your printer ink
- added a new Name generator and integrated it into most other generators.
- did a lot of magicitem refactoring
- added a lot to mundane items
- expanded regionnames
- linted a bunch of code to be more standardized.
- added integration testing to validate data once its in redis.
- fixed NPC builder to look better.
- refactored a lot of logic
- tweaked how deities and sects worked
- fixed an ordering bug in the abstract generator class
- added _str_ methods to most generators
- updated copyright
- added a crapton of testing

Also thank you to @jttwest and @yasmeenakbari for their contributions- it was their pull requests
that got me back into megacosm.
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Megacosm Generator

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Latest update on the maps: 3d buildings... still all manual, but still kinda cool.  Oh, and make sure you click on them :)
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Megacosm Generator

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I've been looking at the city page all wrong. CityGenerator is nearly useless for a zero-prep game due to the glut of useless information.

With that in mind, what kind of information do you need when a party gets to a new city?
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Daniel Davis's profile photoEd Allen's profile photoDouglas Chaney's profile photoMegacosm Generator's profile photo
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+Douglas Chaney it'll eventually have as much information, although it'll probably be broken into summary and details. Per our email exchange, CityGenerator has been brought back up (it was down due to the shellshock bash vulnerability, which has been resolved). Eventually I do plan on shutting down CityGenerator.
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Megacosm Generator

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Hey guys, I could really use your input on the new City Generator output.
 
Calling all Gamers and DMs, I could really use some input on what you'd like to see as output from Megacosm's City Generator.

If you don't have a github account, at least check out the link, then leave the text as a comment below. 

Oh, and spread the word.
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Dave Joria's profile photo
 
/subscribe
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Megacosm Generator

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So I ran out of steam this past week and am taking a breather; work has finally picked up, I've started playing #starbound , and I'm fixing up some old +Icinga plugins of mine by rewriting them in python. We'll see how things go. over the next few weeks. I still haven't reimplemented maps or the city generator, so there's plenty left to do.
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Megacosm Generator

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So I just tripped over my own feet... Laptop is using python 2.7; server is using 2.6.  Apparently the logging config stuff I'm adding doesn't have a dictconfig() function in 2.6, so when I pushed the code up, BAM it wouldn't run.

To make matters worse, when I pulled down some new mundane items, I didn't comprehend that they had unicode characters, which blew up the issue even further. In any case, for development purposes, there is now a Start script to fire up gunicorn.

Blech.
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Jesse Morgan's profile photoEd Allen's profile photo
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Sounds very familiar to me, just gsub in the equivalents in the Ruby and JavaScript realms for the places I hit stuff like this.
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Megacosm Generator

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Megacosm Generator

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In which I begin the search for a Javascript Developer

Suppose I wanted to generate a city map. It has the following requirements:
* generated in a webbrowser (which means html5/javascript).
* Show roads
* show buildings
* build around waterlines.
and the following inputs:
* Population
* density

Where would I start?

First, I need to read up on dynamic city generation. Fortunately people have been doing this for years:

http://gamesitb.com/SurveyProcedural.pdf
https://www.cs.purdue.edu/homes/aliaga/cs197-10/papers/p_cities.pdf
http://procedural.googlecode.com/svn-history/r114/trunk/articles_cities/citygen_gdtw07.pdf
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.7296&rep=rep1&type=pdf

So where do we go from here? My first thought would be to leverage a mapping library; there's plenty to choose from-  kartographer.js, polymaps, leaflet.js, etc.  I ended up selecting Leaflet.js because it was:

A) very simple
B) has a multitude of plugins
C) is vector-based for easy scaling.

While I was able to manually generate a small town, I now realize that I'm in over my head. Now there's something I have to come to terms with...

I'm a javascript noob and mediocre developer at best, and I need someone who can comprehend the mechanics of L-systems and Simplex noise as well as how to best implement them in javascript on a map.

What I really need is a partner. Someone who'd be in it for the long haul and would help take partial ownership of megacosm.

So this is the official call for a Javascript developer. The following would be nice, but are not all required:
* firm grasp of javascript (obviously)
* JS graphics experience, preferably with maps
* a CS degree (for understanding some of the higher level generation topics)
* a strong interest in Procedural Generation

To be clear, there is no pay. Megacosm is and always will be an Open Source project. It's a labor of love/obsession. The only reward is to make a kickass utility that people will love and appreciate.  If you think you're up for the task, let me know.

Oh, and spread the word. Even if you're not qualified, you might know someone who is...
Welcome to Megacosm Generator! Select a generator from above and get started. Purpose. So what exactly is the purpose of Megacosm Generator? Inspiration. Being creative is hard, whether you're a Game Master, Dungeon Master, Writer, Painter, or whatever. Sometimes you need that little kick in the ...
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Paolo Greco (not here anymore)'s profile photoMegacosm Generator's profile photo
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hrm. It's coming up for me. can you verify again?
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Megacosm Generator

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tip-toeing back into development stuff again after a nice break. Now I see why I took a break- it's all content generation at this point. I just spent an hour spellchecking datafiles.
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Any help you guys could provide would be greatly appreciated.
 
Calling all Gamers and DMs, I could really use some input on what you'd like to see as output from Megacosm's City Generator.

If you don't have a github account, at least check out the link, then leave the text as a comment below. 

Oh, and spread the word.
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Ray Case's profile photo
 
This is a noble goal.  Maybe it is too hard for people to figure out how to add stuff?  Maybe a google docs form would be better?
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Megacosm Generator

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Calling all Gamers and DMs, I could really use some input on what you'd like to see as output from Megacosm's City Generator.

If you don't have a github account, at least check out the link, then leave the text as a comment below. 

Oh, and spread the word.
1
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Have them in circles
130 people
Kevin Campbell's profile photo
Kim Desorice's profile photo
camy popa's profile photo
Алексей Поляков's profile photo
John Nipper's profile photo
Mehdi Khalili's profile photo
Erick Garcia's profile photo
Craig Daubert's profile photo
Jason Hobbs's profile photo
Story
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Generate a city for your game with CityGenerator!
Introduction
CityGenerator started off as a simple, text based madlib for generating random cities for my Dungeon and Dragons games. As time passed, I continued to add more details, formatting, and eventually even maps.

Today CityGenerator stands as a tool that any fantasy gamemaster can pick up and use to create robust and unique cities. The codebase is currently available on Github where it will remain free to use.