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VPellen

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IX. Terrain Ecology
Each tile/hexagon/terrain square has its own miniature ecology. The ecology contains the following aspects which come together to create the tile itself. The following are a few potential examples - subject to change, of course.

Height
Stability
Fertility
Moisture
Plant Growth
Animal Habitation

Examples:

Grassland
Height - Low
Stability - Flat
Fertility - Moderate
Moisture - Low Moderate
Plant Growth - Low Moderate
Animal Habitation - Low Moderate

Desert
Height - Low
Stability - Flat
Fertility - Low
Moisture - Low
Plant Growth - Low
Animal Habitation - Low

Mountains
Height - High
Stability - Rocky
Fertility - Low
Moisture - Low
Plant Growth - Low
Animal Habitation - Low

Hills
Height - Moderate High
Stability - Sloped
Fertility - Moderate
Moisture - Low Moderate
Plant Growth - Moderate
Animal Habitation - Moderate

Swampland
Height - Low
Stability - Flat
Fertility - High
Moisture - High
Plant Growth - High
Animal Habitation - Moderate

Forests
Height - Low-Moderate
Stability - Flat
Fertility - Moderate High
Moisture - Low Moderate
Plant Growth - High
Animal Habitation - Moderate High

Different plants favour different conditions. For example, Oak trees may be geared heavily towards Moderate moisture and high fertility. Vines may prefer high moisture and high fertility. Snakes could be drawn to moderate moisture, high fertility, and high plant growth. Certain animals could be drawn to certain plant types. Certain plant types could be drawn to certain animals.

Attributes create the terrain, rather than having a selection of terrain types, each of which have set attributes. The attributes affect the appearance of the tile, the resources it generates, and also has an effect on the tiles surrounding it. This will allow for easier procedural content generation.

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Thinking can be really fun sometimes. I tend to find my motivational thoughts come in intense bursts rather than long streams. I can be idle one moment, and the next, I'm generating ideas like some kind of machine. Then idle, and remaining idle for a long period. It's a bit inconvenient, but it's fascinating.

Things are progressing slowly. I'm starting to have concepts for things like unit organization and resource management and now terrain fleshed out a bit. I've still got a lot of stuff I have to work over, but hey, progress is progress.

It's a pity I'm working on this - that 4E5 thing looks interesting. I wish the best of luck to all people participating. Give it your all.

Back to the grind.
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