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I decided to write my own level editor using roguelike algorithms the player manually can input the conditions.

Like a procedural tilemap editor.

Would anyone here be interested in such tool for their board gaming or /tg/ fantasy maps?
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>>94397628
Pretty cool! a generic tile map isnt that useful, but if you wanted to advance the tech a bit there are some niches that are worth looking into. a map editor which had an auto-tiling system to decorate floors and walls would be interesting. Land maps traditionally use a hexgrid but dungeon/battlemap painters always seem to be complete shit with hexes, so swapping it over to either type could be useful
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Not exactly what you're describing, but something that I've thought should exist for a long time (and would probably be relatively simple with modern image filter technology) is a program to convert images into maps.

Basically overlay a grid and then subtly alter the image so that each square/hex on the map is clearly one thing (so you aren't really in doubt about whether a given space counts as a tree or grass). When I originally came up with the idea it would have required the user to draw the map themselves and then a similar map would be generated, but I bet that such a program would be relatively simple nowadays.
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That could come in handy for some wargaming campaign purposes, don't know about RPGs as I tend to either leave it very vague or put something together myself, but good idea.
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>>94397628
ooh what algorithms did you use?

and what rendering?

I did something with raylib and C++; (then again I also could've had an easier time using Java with a swing frontend)
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File: editor.webm (306 KB, 1159x678)
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306 KB WEBM
>>94397873
pretty sure I could export the map into a JSON, then anons basically could code whatever they want with it.

>>94398023
Actually that's how terrain maps works.
You can do that with a grayscale picture then check every pixel rgb value and then write some parser to translate it into your map information.

It's closer to how shaders work.

>>94398570
yeah, a friend told me it looked like wargaming maps.

>>94398686
So far I made the following.

One algo which does a rand_range check and just iterates multiple times to turn on the tile.
Another which is similar but adds 0.2 then a thresshold check to turn them on.
And a simple random walk algorithm, with the ability to skip a certain interval, or random chance to turn up a tile.

It's actually pretty fun.
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>>94397628
Unironically >>>/vrpg/
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it looks neat
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>>94397628
Hi cris!
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>>94397628
>>94407133
kek its 0n i just realized you're right



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