(After a long break to pursue other interests, I've returned to Dragons Abound with some new material. I have at least a few months of postings lined up and we'll see where it goes after that. Special thanks to the folks who reached out to ask if I was okay! I was fine, just off doing other things, but the care you showed meant a lot to me.)
The forests I implemented for “Knurden" style maps (here) are essentially a background color filled with scattered trees, like this:
Partway through implementing these forests, it occurred to me that I could create a “haunted forest" by replacing the forest background color with a blurry grey and making skeletal tree icons. I set that thought aside, but I did parameterize the top-level routine so that it could work with any kind of tree style and make something like haunted forests easy to implement. Famous last words! Let's see how right or wrong they are.
The first step is to pick a clump of forest to make haunted. I want a clump that is fairly small, like the forest north of the river on this map:
I use the debugger to get the size of that forest, and then just pick a forest of roughly that size to make the haunted forest. For the moment I draw it as a fir forest to check the logic. On this map I got lucky and got that same forest:
Eventually I might want to use some additional criteria to pick the forest (such as picking one away from towns) but for now I'll just take the first forest I find that is the proper size.
The next step is to draw in the gray fog. I'll start with just filling in the forest shape with gray:
This is supposed to be fog, so I'll make the edges indistinct. Maybe it should have tendrils or wisps as well, but I can always add that later. And I'll make it somewhat translucent as well.
I like the edges here, but overall this is too subtle. This might be a good place for a radial gradient, so that I can make it heavier and darker in the center and fading out to the edges. SVG only supports circular gradients, so the fade will not be consistent but might still look good. I also played around with using some different colors. I ended up with this:
This looks pretty nicely fog-like, although it isn't perhaps as menacing as I might like for a haunted forest.
The next step is to add some trees to the mist. As you'll find if Google it, there are a lot of ways to procedural generate tree skeletons. A common one is “Lindenmayer systems" (or L systems) which is a family of grammars that can be used to generate tree skeletons as well as other phenomenon. The trees I'm going to generate are so small and simple that an L system seems like overkill. So I'll just roll my own and see how it goes; I can always do something more complex later if this doesn't work out.
We'll start with the trunks as a smoothly tapered line:
Of course, scary trees shouldn't grow straight like that, so let me add some jitter:
For tree trunks, I want the jitter to go back and forth (I don't want trees shaped like a big C for example) and I want the perturbations to be pretty sharp, not smoothed out as when I create a “hand-drawn" line. So I had to create a new perturbation function that alternated the direction to perturb the line.
While I'm at it, I also want to apply a mask that fades out the tree towards the bottom, as if it is disappearing in the fog. I can do this by applying a mask filled with a linear gradient from white to black.
Note that I've adjusted the mask so that the tree doesn't completely fade away.
Now I need to add some branches to the tree. I'll alternate sides on the tree and make the branches shorter as they get near the top. Maybe I'll need branches on the branches, but we'll see. These icons are pretty small. To make branches, I'll pick a point on the tree, draw a line straight up, and then rotate it either left or right. After playing around a bit:
(This is at 150% size.) This looks sort of okay -- good enough to move forward with putting these on the map to see how they really look.
To sprinkle the trees throughout the fog area, I use Poisson sampling, which I've talked about
previously. It takes a few tries to get a good sampling distance, but that gives me this:
I'm not sure whether I like this or not. At this scale it is hard to be artistic, but these look (to my eye anyway) to blotchy and clumsy. I made some adjustments to try to keep white space between the branches and to generally thin down the lines.
The “trees" look a bit like scraggly Christmas trees, but there's a limit to what can be done at this scale. The trees are also too regular in the fill, but that I can address; I tried a couple of different approaches and settled on this:
Now that I'm more-or-less happy with the look of the haunted forest, I want to put an appropriate label onto the forest. And this is where I run into a problem.
As it turns out, the haunted forest above isn't really a separate forest. It's actually part of the larger forest south of the river. But maps are often drawn with
the forests pulled back from the rivers to show how they run, and so this forest gets split by the Flotilla River and displays as if it is two separate forests. This becomes apparent if I turn off the option to draw the forest back from the river:
*Poof* no more haunted forest. (The river should be under the forest, but that's a different problem.)
This matters because naming occurs earlier in the map generation process and works on the intact forests. So there isn't any way to give the haunted forest segment its own name. The haunted forest really needs to be its own separate forest. The best way to accomplish this is to split off the haunted forest earlier in the generation process, and modify map so that it is separated from other forests even if the forests aren't pulled back from the rivers. That's not so easy to do (and my approach is not particularly efficient) but eventually I have this:
The haunted forest is now on a different part of the map, As you can see I fixed the error so that the forests are now obscuring the rivers, but I've still pushed the forest back away from the haunted forest even though that's not on for display purposes. So now I can go back to trying to label the haunted forest.
First I'll just put a placeholder name on the forest. I'm just reusing the existing forest label code, so this is straightforward.
Next I need to generate a good name for a haunted forest. I haven't done
place names in a while, so I have to go back and re-familiarize myself with the code. I use a library called
RiTa.js which I've modified somewhat to meet my needs. Names are generated using a (mostly) context-free grammar, which I explained in detail
here. But I don't need to create an entirely new grammar; it should be sufficient to borrow the grammar for naming forests, use a lexicon suited for scary haunted places and throw out any name forms that aren't appropriate. I can borrow some of the lexicon from the similar Lost Coast names. With some editing, here's a list of ten random haunted forest names:
- Milky Forest
- Wailing Forest
- Wasted Woods
- Bloodstained Woods
- The Calamity Forest
- The Apparition Forest
- Cruel Woods
- Unearthly Aberration Forest
- Sepulchral Talons Forest
- Foggy Toll
And for my example map:
The “Sunless Forest". This label style is a little difficult to read on the gray of the haunted forest, so that might need to be tweaked.
The last thing I've added is some code to place the haunted forest as far away from the nearest city as possible. Although I could see some interest in having a haunted forest right outside of a town, I think on balance it probably makes more sense to have it far away.
And that's about it for the haunted forest, at least for now. One thing I'm trying to do is stop development of a feature at a reasonable point and let it sit for a while. Later new ideas might occur to me, or, after having seen it on maps a few times, I might have an idea on how to improve it. So I'll let this age and possibly revisit it later. (And if anyone has any good ideas on drawing a skeletal tree better at this scale let me know!)
Next time I'll return to the topic of pencil effects in SVG.
Hi ! Happy to see you back ! I was not worried of your absence after the (very ) long post about the way you managed "very long term projects", but, still, i'm happy you are back !
ReplyDeleteMy suggestion, however : Have you considered to use this fog, this mist, for Swamps ? (Swamps can be doomed or haunted, too, on top of that). I think it could be used.
That's a good idea! Maybe better than using it for haunted forests.
ReplyDeleteYou could build a map of a whole haunted region and submit it for the current monthly challenge ("haunting") on the Cartographers Guild :) I remember you did something like that some time ago, but I don't remember what was the feedback…
ReplyDeleteGood idea! I haven't been on CG in a while so I didn't realize this was the challenge.
ReplyDelete