Author Topic: Special Land Types  (Read 5485 times)

Endorya

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Special Land Types
« on: July 13, 2013, 09:34:25 PM »
I just finished loading up Land Types and their related biomes into my ever-growing game database and I was wondering what kind of fantasy land types could I add to add an extra amount of excitement. I was thinking something resourceful, rare and dangerous, or a portion of any these 3 elements.

This is my new form (in a link because it is too big):
http://i.imgur.com/49nu5sa.png

Current land types. I basically spent the full day today researching biomes on the web. (I used a screen here because it was faster than typing them all):


Appreciate any ideas on this subject.  :)


« Last Edit: July 13, 2013, 09:53:28 PM by Endorya »
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Trystan

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Re: Special Land Types
« Reply #1 on: July 14, 2013, 12:21:51 AM »
Is there any noticeable and interesting difference with these different land types? It seems that whenever I try the "enumerate every possibility and then make it interesting" approach to something I end up with a bunch of stuff that's all pretty much the same.

Anyway; from what I've read, most biomes are a product of how much heat and how much water they have: hot/cold and wet/dry. Maybe you can add other spectrums? Maybe magic/antimagic affects mana regeneration. Or blessed/cursed affects items that are created in it. Or light/dark affects vision and stealth. Or flourishing/toxic affects hp regen and wildlife. Or settled/wild affects how many items and wild monsters there are. Perhaps species-specific lands provide bonuses to certain races or something ("Eleven savanna")? You could even start looking into things like telluric currents or ley lines.

I don't know. Just some wild ideas of mine. What makes sense really depends on how your game plays though.

requerent

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Re: Special Land Types
« Reply #2 on: July 14, 2013, 12:40:11 AM »
Yea-- You should generate your biomes via spectral parameters and then populate them with additional variance. So, two areas could be marshes, but subtle differences allow certain creatures to thrive-- creating some distinctions. Then you can ascribe names/types/classifications to these biomes after the fact.

guest509

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Re: Special Land Types
« Reply #3 on: July 14, 2013, 04:38:56 AM »
What about the underground biome, or the civilization or built up biome?

Civ
-Castle
-Village/Town/City with walls or open
-Tower with many z axes up

Underground
-Tunnel and Room Dungeon
-Caverns
-Tunnels
-Rooms
-Hell w/lava and such
-Jungle with lost world dinosaurs and such

City and Underground biomes would have to adopt some of the characteristics of the surrounding biome, like an underground jungle will have jungle or whatever and generally be shaped like caverns, etc...

Not sure exactly how you are doing it and what counts as what, but there should be underground and built up areas, right?

Endorya

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Re: Special Land Types
« Reply #4 on: July 14, 2013, 08:53:14 AM »
Is there any noticeable and interesting difference with these different land types? It seems that whenever I try the "enumerate every possibility and then make it interesting" approach to something I end up with a bunch of stuff that's all pretty much the same.

Anyway; from what I've read, most biomes are a product of how much heat and how much water they have: hot/cold and wet/dry. Maybe you can add other spectrums? Maybe magic/antimagic affects mana regeneration. Or blessed/cursed affects items that are created in it. Or light/dark affects vision and stealth. Or flourishing/toxic affects hp regen and wildlife. Or settled/wild affects how many items and wild monsters there are. Perhaps species-specific lands provide bonuses to certain races or something ("Eleven savanna")? You could even start looking into things like telluric currents or ley lines.

I don't know. Just some wild ideas of mine. What makes sense really depends on how your game plays though.

Yeah I was actually looking for or kind of spectrums. Nonetheless you already gave me some ideas!
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Endorya

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Re: Special Land Types
« Reply #5 on: July 14, 2013, 08:57:02 AM »
Yea-- You should generate your biomes via spectral parameters and then populate them with additional variance. So, two areas could be marshes, but subtle differences allow certain creatures to thrive-- creating some distinctions. Then you can ascribe names/types/classifications to these biomes after the fact.

Good idea.
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Endorya

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Re: Special Land Types
« Reply #6 on: July 14, 2013, 09:00:14 AM »
What about the underground biome, or the civilization or built up biome?

Not sure exactly how you are doing it and what counts as what, but there should be underground and built up areas, right?
Those type of areas have been reserved for exploration sites. But thanks for mentioning them as you triggered 1 or 2 ideas.
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requerent

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Re: Special Land Types
« Reply #7 on: July 14, 2013, 06:55:15 PM »
Yea- those, strictly speaking, aren't exactly biomes. A biome may be overrun and redefined locally by a civilization, even terraformed, but that doesn't exactly change the biome in any way.