by 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.

Bottleneck