Cityographer Sample Maps from 2nd Streetgen Algorithm

I’ve got a second city street generation algorithm looking good. It creates a more randomly laid out city. (Still have lots of work to do: another algorithm, adding random rivers, a possible harbor, city walls, and a bunch more.) But hopefully everyone can see the potential!

(If you haven’t seen the project mentioned before, here’s the short summary: Random city generator and editor for role-playing games of multiple genres & systems. Runs on Windows, Mac OSX and Linux. It generates the map based on a few parameters you set (population, tech level, near a river, etc.) and it generates the map, which is fully editable–move/remove roads & buildings,etc. Further each building is detailed so you can click on it and get info on residents, a mini-floorplan, if it is a store see the staff, price list, etc. Finally, is saves to XML and exports to HTML, probably PDF, and maybe Word.)

Here’s a sample (very zoomed out to show pretty much the whole thing), but one can see more on the linked page:

3 Comments on “Cityographer Sample Maps from 2nd Streetgen Algorithm

  1. Can the software generate a very crowded city (i.e. the buildings touching)?

  2. Colin: Yep! The raw building images had some transparent border area which is why in the samples none are touching. however, one of my to-dos was to fix the transparent border area. I’ve now done it with some (but not all) the building graphics and I do see quite a few buildings touching.

  3. What happens if the project don’t reach the funding goal at the deadline? It is ended for good, shelved, or just worked out slowwwwwwwwwly and as a sideline?

    It seems to me promising, it shouldn’t be dropped totally.