Regions

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Regions

Postby Onionfighter » Fri Apr 30, 2010 4:42 pm

Onionfighter wrote:I like the idea of the middle area being more mild and easy to live in while the poles are more extreme and difficult, but are where experienced players have to live to access some of the better resources. Essentially, casual players can stay near the equator, while the hardcore players venture north or south.

Something from another thread.
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Re: Regions

Postby Jackard » Fri Apr 30, 2010 4:43 pm

Potjeh wrote:Adriatic and Black Sea coasts are well within the setting, IMO.

well, i agree that a third region for coastland sounds interesting, but we would need more content to support it. and that is an awful lot to place on the developer plate all at once, so maybe later on? the original suggestion is something that can work with what we have now.

Onionfighter wrote:I like the idea of the middle area being more mild and easy to live in while the poles are more extreme and difficult, but are where experienced players have to live to access some of the better resources. Essentially, casual players can stay near the equator, while the hardcore players venture north or south.

and then on the other hand reducing the entire matter to "go north/south for mordor" sounds rather uninteresting - arbitrarily restricting the layout of the world in this fashion doesnt inspire much in the way of exploration. even worse, this makes map expansion mostly ho-hum, you already know what the new grids will be
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Re: Regions

Postby Potjeh » Fri Apr 30, 2010 5:04 pm

Well, coastland's main content is the sea. Jorb has said just the other day that he'd like to do fishing and whaling. Add three unique fruit trees (lemons, mandarins, olives) and a couple of herbs, remove all crops but grapes and I'd say it's more different from highlands and lowlands than the two of them are different from each other. So, new content needed:

- 3 trees
- 1 main terrain type (karst)
- 2 subterrains (beach, coastal forest)
- several new herbs (can be added at any point after worldgen)
- fishing and whaling (can be added at any point after worldgen)

I don't think the content requirements are all that high.

The woodland/steppe breakdown would require a bit more work, though. A decent 5-year plan would be to start out with highland and lowland next reset, add coastal the reset after that, and add steppe three resets from now. Though that's kinda on the slow side. Depending on when the next reset is planned, it could maybe all come in one package. I don't see it being too difficult for Loftar, but it would require a lot of work from Jorb. Since he's always doodling stuff anyway, he could very well have all the resources ready if the next reset is like 7-8 months into the future.


Anyway, what I really really want is for those regions to make sense on macro scale. So, first you generate elevation, then place bodies of water. Then all terrain above certain elevation becomes highlands, terrain within a certain distance of sea becomes coastal, and the rest is forest if it's near rivers/lakes or next to coastal, steppe if it's far inland and without waterways.
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Re: Regions

Postby Jackard » Fri Apr 30, 2010 5:08 pm

Potjeh wrote:Anyway, what I really really want is for those regions to make sense on macro scale. So, first you generate elevation, then place bodies of water. Then all terrain above certain elevation becomes highlands, terrain within a certain distance of sea becomes coastal, and the rest is forest if it's near rivers/lakes or next to coastal, steppe if it's far inland and without waterways.

i think we can all agree on that
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Re: Regions

Postby Jackard » Fri Apr 30, 2010 5:24 pm

updated op with viewtopic.php?f=5&t=7312

also, dont forget that seas would require some sort of automovement mechanic like sailing and/or currents. because i refuse to click that much
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Re: Regions

Postby Darki » Fri Apr 30, 2010 5:51 pm

Long time ago loftar said something like this : IF there are no trees in the forest the forest would turn into a grassland.
So if we had auto regrowing trees it would be nice. I Drew this strange plan : Image
The left side is as nobody touched it , the right side is when people have touched it. Climate could also play role , Cold near the polar and hot at the desert.
Everything could be changed by people . And there could be more mines near the dirt land and plants would grow better on grasslands and so on , More animals at forests , More deers at taiga. Rare polar bears near the polar ice ? :D
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Re: Regions

Postby Jackard » Fri Apr 30, 2010 5:53 pm

Darki wrote:Cold near the polar and hot at the desert.

look man... its been made clear already that that is just not going to happen, its not something they feel fits into the setting, so... yea

i just used the word taiga/forest because it sounds better than saying coniferous/deciduous, there are no latitudes
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Re: Regions

Postby Potjeh » Fri Apr 30, 2010 6:29 pm

Wines should also most definitely be region-based.
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Re: Regions

Postby sabinati » Fri Apr 30, 2010 7:38 pm

alright, here's a rough concept.
Image


red is grass
green is forest
cyan is swamp
blue is water
brown is mudflat
white is rocky mountaintop
degrees of darkness are elevation. darker is lower
things like grassland type and swamp type would be determined by soil acidity/alkalinity (not shown)
swamp/grass/forest/mudflat are determined by "drainage" or somesuch
elevation would also influence things. maybe forest type, deciduous in lower elevations and conifer higher up.
the major terrain type borders should have a chance of decaying to a neighboring type on decay hits or something. maybe.
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Re: Regions

Postby Jackard » Fri Apr 30, 2010 7:50 pm

thats less a regionbased map, more like a standard heightmap. kind of incoherent too


also there are more shades there than we have terrain (probably more than devs could even make interesting)
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